LoginLogin
Nintendo shutting down 3DS + Wii U online services, see our post

Baldi's BASICs

Root / Submissions / [.]

h267Created:
Download:BBB4VKAE
Version:0.0.6Size:2.4 MB
A "port" of the original Baldi's Basics created by mystman12. Now with a tricky camera, and worse retro graphics! Your friend has lost all of his notebooks, and you gotta find them! It may not seem tricky at first, but Baldi loves to challenge his students with tricky math problems. And if you get one wrong... Well, let's just say you do not want to anger him. I tried to make something right before I had to go under for surgery, so this is what I came up with. Enjoy! I do plan on updating this in the future, adding items and characters to better reflect the source game, but I might not be working on it for a while because I have to recover. I hope you enjoy this little game!

Instructions:

Run BALDI, enjoy the low quality title graphics, then press A for control information. The rest is up to you! D-Pad (HOLD): Move/Change Direction L/R (HOLD): Strafe (Handy for the wonky camera and faster than moving forward) X: Use item
Tips
  • Try to memorize the school’s layout and item locations. This will make future runs much easier. You’re free to scope out the school at the beginning, so use this to your advantage.
  • Hate jumpscares or just want the game to be easier? Hold L when pressing A at the title screen or disclaimer screen. If you did it correctly, a beep will play. Welcome to easy mode.
  • You don’t have to get the notebooks right by Baldi at the start. The whole school is yours from the beginning, unlike in the original.
  • Baldi can only travel through the main halls and cafeteria unless he sees you, meaning you can use rooms as cover. Unlike the first game, however, he knows where you are at all times.
  • There are no extra characters or items besides the Energy Flavored Zesty Bar, but that may soon change.
  • Strafing is faster and less cumbersome than actually trying to turn. However, you won’t be able to see entrances to rooms or other things behind you if you only use this method.
  • Just because you can use rooms as cover doesn’t mean you should. Baldi can and will camp you if you try to camp in one of the classrooms. Don’t stay too long unless you’re willing to make a run for it.
  • Pay attention to the distance meter and warning text. “Danger!” means that Baldi is extremely close to you. If you see “RUN!!”, then Baldi is now locked on to you and actively pursuing you.

Notes:

PATCH NOTES: v0.0.6: 6/30/18 - Increased movement speed by 1.5x - Baldi’s speed has been increased by 1.125x - Added Playtime, a creepy girl who always wants to play with you but in reality ends up holding you hostage and violently thrusting herself into you and screaming. Fun! - Added a map on the bottom screen. Items and Baldi will appear on the map if you’re close enough to them. - Removed the distance meter from Easy Mode for now, but jumpscares are still nullified. v0.0.5: 6/25/18 - Made graphics only refresh if they need to in order to stop any flickering - Fixed East being mislabeled as South and vice-versa. - Upgrades to Baldi • Speed increased by 33% • Baldi’s AI is now a lot smarter - Items • Introduced the first item in the game: the Energy Flavored Zesty Bar • These can sometimes be found in small corridors and the cafeteria • Consuming one with X will increase your movement speed by over 1.5x, its effects gradually wear out. • Another one can be consumed while a speed boost is active to stack them • The player’s inventory is only one slot for now v0.0.4: 6/24/18 - Fixed an issue where invisible soda cans would unintentionally transform into paralyzed Baldis - Allowed Baldi to move around the northeast corner, where it was previously impossible - Added new rooms and expanded others - Made player coordinates display before Baldi moves, so they don’t flicker v0.0.3: 6/23/18 - Added music, including my own crappy recreation of the math theme. - Made the jumpscare more likely to make you throw your 3DS - Hid the distance meter because it makes the game less scary - Made the jumpscare more like the one from the main game - Added a hidden option to turn the distance meter back on and turn off the jumpscare for wimps like me - Baldi’s slapping now gets louder/quieter depending on your distance from him v0.0.2: 6/21/18 - Added a disclaimer so SmileBoom won’t take this down again hopefully -Made a little bit of text look nicer -Added a distance meter on the bottom screen to make it easier to keep an eye on Baldi -Fixed a bug where Baldi would get interrupted by the sound of his own slapping CREDITS: Original Game, Sprites, and Sounds: mystman12 Programming: Me Importing Resources: Trinitro21 Sound Library: 12me21

Replying to:mrraccoonguy
Hey, i recently foung a glitch where if you go aginst two walls in the far south hallway facing east then strafe to the right you get teleported to the far south west hallway. Might work on other halls, haven't checked.
Yeah, you could tell I rushed the graphics engine, I really wanted to get this game out before my major surgery. That being said. Facing “North” and strafing using the map to see is your best bet. The directions East ans West seem to still be broken, and I did have the hardest time programming them in. Any teleportation shenanigans may be the game thinking you’re inside a wall, and it will push you through until you land on a valid space. Honestly I’m not as motivated to fix the game anymore because it’s been so poorly received that it’s basically a failure, and fixing a couple of bugs will not change that. I’m going to leave the game up for people who still want to try it, for now, anyway.

Replying to:mrraccoonguy
i have some recomendtions for the controls. circle pad/dpad move. y is turn left a is turn right. x is the same. and if you were to add running, make it b.
Hm. I didn’t realize Y and A were unused in normal gameplay. That could be a good idea as it wouldn’t make it as easy for players to accidentally use the more broken movement options. That would also free up L and R and allow you to strafe backwards.

Replying to:mrraccoonguy
If there is any way to give the walls texture, please add it in a future update. Other than that, i like the idea of the zetsy bar giving you a speed boost instead of refilling your stamina like in the real baldi.
Yeah I was kind of lazy and opted to give the player a speed boost instead of adding stamina because running wasn’t implemented yet. I think it gives the player incentive to seek them out for when Baldi gets faster. The current inventory only has one slot, but you can use the current way the game works to actually grab one before you anger Baldi at all. <wall> As for using the raycaster, that would probably take a while due to having to learn my way through by modding spooky maze and injecting my own code in and essentially giving the game a major overhaul. It sounds exciting, but this game is downvoted so much that nobody will be able to see it and therefore nobody will be able to experience any drastic improvements I implement, unless I release it on a new page giving it a slightly different name, like how Minecraft: Nintendo Switch Edition was completely released as Minecraft, except the opposite: it might be renamed to Baldi’s Basics in Education and Learning: SmileBASIC Edition. Obviously I would have to also provide ample screenshots and a much more whole description that really captures the game and isn’t: “the original but a whole lot worse.” Even then people who downvoted this would probably downvote the new Baldi because they would associate it with the broken gameplay of this one. I really wanted to have a game out in case I died on the operating table, but the idea came to me so soon that it ended up damaging the game because I had to rush it out to the point where the average person could barely even play. Given more time the game would be much more than the sad state it is in now. It’s not that I didn’t try; it’s that I began too late. Most people won’t care though: because the game isn’t good. If I did die, would that have been a proper legacy? No. My entire life did not culminate into the heap of broken code you see before you. So I’m glad I lived. Because now I might have a second chance. To make something that really is good, instead of pretending that a horribly rushed game is. I’m not sure if I should make such a huge change and rerelease the game. Would it be worth it if I spent 60 hours overhaling and fleshing out the hame? Part of the joy of making games here is having people actually talk about the experiences they had playing it. But if nobody else can play, then what have I really gained? </wall> <tldr>Should I take all that time to improve my game if nobody will play? They can’t even see the page because it’s been downvoted so much and I doubt that will change.</tldr>

Replying to:mrraccoonguy
If there is any way to give the walls texture, please add it in a future update. Other than that, i like the idea of the zetsy bar giving you a speed boost instead of refilling your stamina like in the real baldi.
That would still require a lot of time to set up. What would be the point in trying to revive what’s already dead?

Replying to:mrraccoonguy
i have some recomendtions for the controls. circle pad/dpad move. y is turn left a is turn right. x is the same. and if you were to add running, make it b.
Yeah, Y, B, and A currently do nothing.

Replying to:mrraccoonguy
If there is any way to give the walls texture, please add it in a future update. Other than that, i like the idea of the zetsy bar giving you a speed boost instead of refilling your stamina like in the real baldi.
I agree with Shelly. Improving graphics and controls would probaly revive it.

Replying to:mrraccoonguy
If there is any way to give the walls texture, please add it in a future update. Other than that, i like the idea of the zetsy bar giving you a speed boost instead of refilling your stamina like in the real baldi.
(btw, this is the second most popular place on sbs right now.)

Replying to:mrraccoonguy
If there is any way to give the walls texture, please add it in a future update. Other than that, i like the idea of the zetsy bar giving you a speed boost instead of refilling your stamina like in the real baldi.
It doesn’t show up on the grid of programs at the top, though, which means it’s so bad that it was taken out by all the mass-downvoting. So not a lot of people would see it, and even if they did, they would avoid it anyway. The only way to bring it back now would be to start over from square one.

Replying to:mrraccoonguy
If there is any way to give the walls texture, please add it in a future update. Other than that, i like the idea of the zetsy bar giving you a speed boost instead of refilling your stamina like in the real baldi.
Trust me, if you improve things drastically like the graphics, people will find there way back to it. If this game's second biggest problem(the graphics) were improved, you would make a breakthrough in this game. I'd love to help in any way I can. That's why I'm giving you what you want, constructive criticism. I'll see if I can help. This would be a side project for me, but I'd find the time for it. I'd offer to become a dev, but I'm already enlisted in random_guy's Ruebled. I'll try to work on it.

OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.

Replying to:GreedyGoat8
OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.
cool.

Replying to:GreedyGoat8
OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.
Really? It was in the collision function wasn’t it? What signs exactly needed to be changed though? And have you made absolutely sure that the problems are all fixed now? Even though this is very helpful, this will probably end up being scrapped if the raycaster gets implemented. Then again, if it takes me a while or I never get to it, this is least would get rid of some of the jankiness. PM me the key, I may also do a couple of edits before I release the patch.

Replying to:GreedyGoat8
OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.
1st: Yes, really. 2nd: No, it was not. The problem was that East looked exactly like West(no, not Adam West) and when you would turn to East, the screen was supposed to be flipped. This same thing happened with South. So I did what I did for East on South. 3rd:The sign that need to be changed were in your @MINIMAP.
SpoilerYou had this for directions 1 and 2:
...(PX+MX,PY-MY-1,MAP$)...  'For East
...(PX-MX-1,PY-MY,MAP$)...  'For South 
You see, those -1's for those directions should have been +1's. That was the only problem.
4th: Yes, I made 101% SURE it is all fixed now.

Replying to:GreedyGoat8
OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.
Oh, okay. Thanks for fixing what was the most frustrating part of programming the game for me. If things go well and I don’t get too distracted, a patch will come out tomorrow.

Replying to:GreedyGoat8
OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.
It was no problem. I really enjoyed fixing it, too. I did it because I want to see this project blossom, because it truly is a work of art. Abstract art.

Replying to:GreedyGoat8
OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.
Hmm... unfortunately it doesn’t seem to be fully fixed. If you look at the minimap and the image the player sees, it sometimes looks completely wrong if you’re not facing North, as well as messed up strafing collision. What you did seems to be a good start, but the other directions are still broken. Thanks for trying, but unless you have a lot of patience, it will remain broken. I will tell you that the issue most likely lies in @MINIMAP and around the part of the code that determines whether you can strafe (try searching #R).

Replying to:GreedyGoat8
OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.
I've had a look through the code to see if I could also find ways to fix the issues, and I've found the reason why strafing is very glitchy. In the strafing code, I noticed some mistakes. On line 677 for example, the code is:
IF B==#L AND DIRECTION==1 THEN FX=FY-(SPD*1.5)
The value intended for FY is accidentally assigned to FX. This explains why strafing doesn't work on vertical corridors, because it's trying to change the X position of the player instead of the Y position. This also explains why it teleports you to the far bottom left corner of the map when you face East at the starting point and strafe right. I've changed it so that those lines for the Y movement now assigns to FY as it should, and changed the + and - signs around so that whichever way you face, L takes you left and R takes you right (controls are fixed). Strafing into walls shouldn't cause any more cases of teleporting. Here is a demonstration version of the game with the fixed strafing: NDN3Z353

Replying to:GreedyGoat8
OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.
WHAT THE HECK I’M AN IDIOT XD Thank you for looking into it!

Replying to:GreedyGoat8
OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.
Wow, that's great. Thanks for fixing things. It's really appreciated from all of us, I just really wish this game would spring back up. it hold a lot of potential. at least it made it to the front page again!

Replying to:GreedyGoat8
OK. After scouring the code again, searching for a particular thing, I found the problem! The movement issues have now been fixed! These resolutions will soon be open to public, as soon as h267 gets the key from me. I only changed like 4 mathematical signs. Problem solved. Enjoy.
By the way, did you make sure that strafing controls while not facing north isn’t backwards? I would try and fix it but I’m busy on another project.