Sneaky_Panda
Creator of
Recent community posts
1. I do not know how much it is a complex idea, but it would not be bad if in the place where the text appears, there would be a text or icon of just picked up item and its quantity.
2. Recent update with armor is great. But I would like it was not just an extension of the health indicator, and it, for example, blocked 75% of damage or any other amount of it. (upd. Saw that the developer already mentioned this idea).
3. In enemies drop of can't specify weapons and (I may be mistaken) armor. I would like to be able to customize the drop of these items as well as the rest.
Bugs or limitations that I did not know about (v1.10.4):
1. You can not set more than one identical trigger on the map? For example, I have trigger 1 for saving. And when I place them more than 1, then none of them works or only the one that is lower and to the right on the map.
2. Collision model of block responsible for invisible walls is larger than standard block, I believe.
Well, what can I say? Quite an ambitious project with a good idea, a lot of content, but a very unfriendly interface.
I ended up playing on the fact that I broke my arm and the game did not explain to me how to cure it. I hover over the broken bone icon, but I don't even get a description of the effect. It is very strange. I looked everywhere - in crafting, on a workbench, in a stove - nowhere is there any remedies for fracture or something like that. Sleep didn't help either. At a minimum, you need a "help" item in the menu with different items: combat, healing, crafting, etc.
It is also not clear which item gives what. There is no description. Okay, food, but armor and weapons... In the "equipment" item, you cannot remove an element from yourself if there is no other one to replace it. You can't even look at him to read his description.
Kraft. With him, too, not everything is so smooth. Some interior items can be placed by yourself during creation, and some are placed by themselves. And sometimes they can fit inside the wall from above. Also, if you pick up a piece of furniture, then when you try to place it through the inventory, it will also be placed automatically, despite the fact that when crafting, I could put it as I want.
Craft at stations like a workbench. There is no description of what ingredients are needed for crafting, it is simply written "5 arrows". What should I understand from this? Does this require 5 trees? Do you need a stone? No, you only need one tree. But it is not written anywhere.
It is also inconvenient to work with inventory. Things dropped to the ground can be accidentally picked up immediately, because. they fall right under your feet. In addition, you can not throw out all the items at once or several. You can't imagine how angry I was when I got deep into the mine and threw out 50 stones 1 at a time. And this is not even done with one click. You first need to select an item, then click "throw away" and then confirm again.
It is also not clear what the "Bounty" counter is for. A lot of things are not really clear. And okay, if it were interesting to study, but because of the rather poor interface design, I don’t really want to deal with this.
The game has flexible game statistics, age, the ability to pull out an eye, but there is no banal description of the effects or any help at all. Very strange priorities.
This game has huge potential, but something needs to be done about the player friendliness of the game. And I'm not talking about the difficulty of the game.
Bugs were and still are. What has been fixed is the display of floor under the doors.
I worked on experimental version and moved project to stable build.
Of bugs that were previously discovered and not fixed:
*Floors are not displayed correctly above 1st floor;
*Entities (sprites, enemies, objects) disappear above 1st floor when viewed through a door;
*Build crash when trying to enter settings/audio;
*When loading saves, all enemies on the map are duplicated, as well as ammunition. Maybe something else is being duplicated. It is not entirely clear;
*Inscription "not for commerce" still weighs in main menu;
Bugs were and still are. What has been fixed is the display of floor under the doors.
I worked on experimental version and moved project to stable build.
Of bugs that were previously discovered and not fixed:
*Floors are not displayed correctly above 1st floor;
*Entities (sprites, enemies, objects) disappear above 1st floor when viewed through a door;
*Build crash when trying to enter settings/audio;
*When loading saves, all enemies on the map are duplicated, as well as ammunition. Maybe something else is being duplicated. It is not entirely clear;
*Inscription "not for commerce" still weighs in main menu (PRO version);
Map was originally created in an experimental version. And kept only in it. I tried to open a map from the experimental version in the normal one - it opened. But in the experimental - refuses to open.
Initially, it stopped opening in the experimental vesrion. In the usual opened in order to see if there will be the same error or not.
Nothing meaningful in the error log? I can't make it out myself.
Project is no longer open. Didn't touch it for 2 days. Experimental version.
Here is the error log:
Source: mscorlib
Reason: Чтение после конца потока невозможно.
Stack trace: в System.IO.BinaryReader.FillBuffer(Int32 numBytes)
в System.IO.BinaryReader.ReadInt16()
в EasyFPSEditor15.Map.Load(String path)
в EasyFPSEditor15.Editor.LoadMap(Int32 index)
в EasyFPSEditor15.MainForm.ListBoxMapsSelectedIndexChanged(Object sender, EventArgs e)
в System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
в System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)
в EasyFPSEditor15.Editor.OpenProject()
в EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)
в System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
в System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
в System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
в System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
в System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
в System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
в System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
в System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
в System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
в System.Windows.Forms.Control.WndProc(Message& m)
в System.Windows.Forms.ScrollableControl.WndProc(Message& m)
в System.Windows.Forms.ToolStrip.WndProc(Message& m)
в System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
в System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
в System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
в System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)