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Normal_Person2_0

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A member registered Jun 13, 2020 · View creator page →

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The level should've still worked just fine, I wasn't able to recreate your issue in-game.

Not sure why this is occurring, every elevator placed should've counted towards the total amount of elevators required to reach within a level. Do you remember the save file and level slot where this bug had appeared, any other details?

It should've brought you to the debug screen, if anything you should follow the steps below: 

1) Ensure that you've set your username to "DBUG". 

2) On the main title screen of BGAS, input the following controls "UP DOWN A B SELECT". (If on the web browser via PC "UP DOWN Z X SELECT") 

3) This will send you to the soundtracks screen where you would then play tracks "03", "25", and "21" in order to reach the debug screen.

Use the "Last" & "Next" buttons in the soundtracks screen to change the currently selected track, which you would then use the "Play" button to input the code. Those buttons are labeled on the screen, they're the first ones you would see. Sorry for not specifying earlier.

You would still need to input the "03 25 21" code in that menu in order to access the debug screen and turn on debug mode.

You could do that if you want, given that I've open sourced the entire project. But I wouldn't recommend that because of the many assets & functions in the fangame that you would have to recreate from the outdated engine, along with some major crediting and permission issues from its soundtrack.

As much as it would be interesting to have, I don't have enough global variables in GB Studio's engine to do so. It's for the better anyways on hardware since I already have Baldi consuming a lot of CPU cycles to mimic a fraction of his real functions from Plus.

Thanks, your level looks great!

You should try looking at video playthroughs of the fangame such as the one that Haroon Plays had made awhile back, I'm not sure about which step you're on or missing here.

That is intentional, this fangame is separated from its classic version. Meaning that the secrets you've found in that version, will not exist here.

I'll fix that issue in a rewriting of this decompile, which will have to wait until I'm finished with my other fangame projects.

It's a Mediafire thing where they'll remove the files if I'm inactive on their site. I'll reupload them here soon whenever I can, thanks for letting me know!

You might have your capslock on if you're not using the built-in touch screen controls, it's an oversight on the web emulator's end.

Thanks! Don't worry about your reply being late, I tend to do the same thing too!

For the web & executable versions, I've manually set the device model to be for said versions. All other versions uses GB Studio's built-in events for detecting the specific GameBoy model that the fangame is being played on.

Thanks for playing! I'll soon add a control guide to the web browser version to help with how the fangame plays.

You don't actually have to own a GameBoy Color to play the fangame. You can play it right here in the web browser, or download a GameBoy emulator that'll play this fangame!

Thanks, it's for the better since they've made those levels be very limiting to create!

Thanks, you're welcome!

Yes, you may use any of the assets/files/code that are in the project folder, it's open sourced after all!

However, you will also need to credit those who I've used their work in this fangame, especially since a lot of these assets (among other things) are translated from content originally made by Basically Games. All of which depends on the kind of sources you're pulling from the project folder.

Case in point, crediting Basically Games for originally creating everything Baldi related (voices/assets/mechanics), crediting Saintza4 and Nicky Team for providing their MIDI conversions for me to translate into GB Studio's UGE format, or crediting me for any original content not found in Baldi's Basics (like the platforming sections).

I would suggest luring Baldi around the floor, making him go somewhere you can easily dodge from. Other than that, I'm very sorry for the difficulty spike!

I've originally planned this fangame to support all Gameboy models until I've realized that its poor performance on both DMG and Super Gameboy models wouldn't be an enjoyable experience, so I've added a lock-out screen & Super Gameboy border to highlight the fact. Since some emulators allow Super Gameboy borders to be displayed while playing in GBC mode, I believe that's where the issue is coming from.

A true fix for this is to either port the fangame to GB Studio 4 where the ROM can truly be set in "color only", or remove the Super Gameboy border altogether. (Editing the ROM's code may also work, though I'm not sure how as it's built from GB Studio's own ROM exporting option.)

Maybe I'll make a somewhat updated version of this fangame that fixes this issue, but that'll be for another day. Thanks for the help though!

The ROM's format is .gbc so it should've been recognized as such, same with the web version. Other than that, I have no idea why it does that.

Press Select at the main title screen and select the "Settings" option to select the tutorial.

It should run fine on any emulator. This could be an issue on your end and I don't know how to help with that, but you can use other emulators to play it on.

This could be an issue on your end, the web version somehow works fine for me. You may need to download the ROM and play it on an emulator, I don't know how or why this problem is happening to others.

Play through Baldi's Gameboy Moment and lose all of your lives in the final space battle with Baldi to unlock Baldi's Space Nightmare.

I have that punishment be there to unlock Baldi's Space Nightmare if you've lost all of your lives in the Baldi boss fight. I should've removed the punishment and have it return you to the title screen but as the fangame is complete, it's going to have stay that way, sorry!

Thanks! I've keep the floor's layouts as small as possible to prevent anyone from taking too much time to complete it, especially when escaping the 2nd floor.

Ok, I will do that!

Thanks once again for playing my fangame! Also the reason why the game slows down a lot in the boss fights is because Null keeps on updating his scripts whenever he's stuck in a corner, forcing you to move farther or closer to him in order for him to get unstuck, making the game run normal again, I don't know how to fix it so I've leave it alone. Also, every instance of Null in the game is removed after getting the true ending. Also, every ending in the game ends with Baldi kidnapping the player so that the 'story' can continue in Baldi Rooms.

Thanks for playing, you're welcome!

I've forgot to tell you that you'll also need to avoid collecting any books in the 4th book 'minigame' on the second floor as well.

You should also anger Baldi in the 3rd book on the first floor, and the 2nd book on the second floor to get the secret ending.

To unlock the extra mode, it requires you to encounter Null in Baldi Builder first, via secret chunk, 0̸̧̡͈̣͙͔̼͇̈́͊͊́̒̽͛̔̕͘͝6̸̰͕͉͌̑́̽̿̌̇͜6̶̨̿́͂̽͑̽̓̓̇̓͝6̵̼̟̘̰͓̝͖͚̍̋̎̏́́͐̓̄̆̿̌̀̕͝͝͝

and then Baldi's Gameboy Moment via secret ending.

Thanks for playing! I've also forgotten to mention this but, there isn't an 'ending' to Baldi's Space Nightmare since that's more like a little side quest to play Baldi's Gameboy Moment again, hence the word nightmare. So you don't have to collect 32,767 books, collecting at least 99 books should allow you to play Baldi's Gameboy Moment again though.

Ok, thanks!

Thanks for playing it!

That was intentional, it was to prevent Baldi from being stuck in a corner since the player can outrun him. So if the player got Baldi stuck in a corner and moved far away enough, he'll move through the walls to get unstuck.