Yes, you can do that once Beta 1 has been released.
JohnsterSpaceGames
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Hey there, Baldi's Fun New School players! I'm glad to announce that the 12th progress update for Baldi's Fun New School Ultimate will be released on July 26th at approximately 8 PM EST.
Since the last one, some more progress has been made, and I can't wait to share what I've gotten done in the meantime!
As I don't have a Mac to test this myself, I'm not sure why that's happening. However, if you follow the steps I'm posting below, this might help you with trying to run BFNS Remastered on MacOS.
(Credit to MichaelDoesGaming for the unmodified version of this tutorial)
1. First, right click on the BFNS Remastered application, then click “Show Package Contents”, and then click “MacOS”.
2. Once you have done that, open up another finder window (just right click on Finder and press “New Finder Window”) and then click Applications, and scroll down until you see “Utilities”. Then scroll down until you find “Terminal”.
3. Then open Terminal and type in: chmod (then press space) +x (then press space again) and then drag in the BFNS Remastered application. If you did it right, it should look something like this in the terminal:
chmod +x BFNS Remastered.app
Next, press the enter button on terminal. Now, go to your downloads and open up the BFNS Remastered application. Now open the application normally.
4. You will see an error screen saying that “filename” can’t be opened because it’s an unidentified developer. Just click the ok button and go to your system preferences, then go to security and privacy, Then you should see “filename” can’t be opened because it’s an unidentified developer. You will see a button saying “Open Anyway”, so just click it.
5. Then you will see an error sign. Just click Open. And there you have it, the mod should now be playable on your MacOS device. If this doesn't work, there might be another problem.
If doing the steps doesn't work, you'll have to wait until I get a Mac so I can test the mod on that platform myself and try to fix the issue. It could also be due to the MacOS version you are trying to play it on, but if the steps don't work, just tell me your MacOS version you are using because that could be affecting it.
Let me clarify this. Beta 3 will not be the final version before 1.0 of BFNSU is released (some more Beta and pre-1.0 versions are planned afterwards, but they won't come out until sometime after the FNABR V1.1 update has been released), and Beta 1 is currently under development and has not been released yet.
Hopefully this updated version of my previously published release plans image makes this clear for anyone wondering about it.
The 11th progress update has been published! You can check it out here and see what progress has been made since last month's update: https://johnsterspacegames.itch.io/baldis-fun-new-school-plus-ultimate/devlog/74....
Hello again, Baldi's Fun New School Ultimate players! On May 29th, I'm planning on releasing the 11th progress update for this project.
As part of the progress update, a look at a search feature that I have implemented into the texture catalog for the beta Floor Builder is planned to be shown.
An image of it is included below, and it should make looking for specific textures, especially if you have a lot of custom ones loaded, much easier!
Also, a development footage video will be releasing on the BFNS Series Central YT channel tommorow which I hope players will find interesting!
Hello everyone! Like I recently announced with Baldi's Fun New School Remastered, a speedrun.com page for BFNSPUE is available as well! You can check it out here, and start submitting your own runs: https://www.speedrun.com/Baldis_Fun_New_School_Plus_Ultimate_Edition.
And here's the artwork that I created for the speedrun.com page.
Note: When the beta versions of Baldi's Fun New School Ultimate are released, I plan on adding a separate page to speedrun.com for players who want to submit runs done in those more complete versions of the project.
For anyone who still wants to submit BFNSPUE speed runs after the BFNSU beta releases however, I'll still leave up V0.2.5b as a downloadable version on the page, and at some point, I'll add it to the "ultimate version archive" as well.
Hello everyone! I'm glad to announce that I've just finished setting up a page on speedrun.com for players who want to submit runs of Baldi's Fun New School Remastered!
You can check it out at https://www.speedrun.com/Baldis_Fun_New_School_Remastered, and start submitting your speed runs! Also, in the V1.4.8 update, an in-game way to access the speed run page is planned to be added, along with online-updated information showing some of the runs from that page.
And the Baldi's Fun New School Ultimate link will be updated to reflect the latest version of that project released at the time, which should be Beta 3 if everything goes well.
That's a good question. In the current version (1.4.7) of Baldi's Fun New School Remastered, you are automatically connected to what Photon (the service I use for multiplayer) thinks is the best server in your area, which is why this is occurring and your friend is being connected to a different server than the one you're being connected to.
As that version of BFNSR came out before I added the ability to switch your server region in BFNSPUE's multiplayer implementation, you'll have to wait until I release the 1.4.8 update of BFNSR, which will add the ability to switch your server region before connecting to the Discussion Area as a new feature.
Yeah, I tried making it look similar to that. And maybe there could be option that lets you choose what error screen style you want if a floor failed to load for whatever reason (of course that shouldn't happen very often), either the error screen style from the BFNS Ultimate computer lab, or a BB+ elevator style error screen but with the Alpha 6 2 Floor Demo elevator design instead.
Following up this post, where I shared the addition of a "high object count" warning to the improved Floor Builder for the beta versions of BFNS Ultimate, I've now just finished adding an error screen that appears if a floor fails to load properly as well!
I may end up changing the final design, but for now, it's similar to the error screen from the computer lab in the alpha versions, although with a few small differences.
After receiving some feedback and suggestions, I've decided to split up posters, boards, and other wall decorations into their own separate Floor Builder category, Wall Decor!
In this category, you'll be able to find old and new wall decorations alike! Such as the new posters getting added to Baldi's Basics Plus in the 0.5 update.
And, as of posting this, there's already over 40 to choose from, and that doesn't even include the chalkboards! So you'll really be able to decorate your custom floor nicely with these!
![](https://img.itch.zone/aW1nLzE1OTgxODI5LnBuZw==/original/i3sPlf.png)
Since I've replaced the original V1.01 mobile release with a hotfix version (V1.011), here's the original version so you can add it to the version archive: V1.01 Android.
I've just released a V1.01 update to Five Nights at Baldi's Redone! You can read the changelog here (Itch) / (GameJolt), and enjoy playing the update! And some suggestions that I've received are also included.
Yeah, it's going to be great update when it releases. And also, I just finished updating the beta progress to reflect the recent Beta floor builder progress.
And if you were wondering, the "OTHER" category is for miscellaneous development progress that doesn't really fit under the other categories, such as the addition of the new soundtracks mentioned in this progress update.
If I do decide to bring it back, it will likely have some changes compared to the Alpha 6 2 Floor demo version. Also, earlier today I decided to add a "high object count" warning when trying to load a custom floor with 1000+ objects, like what Geometry Dash has.
And I've been working on implementing customizable map tiles as well, where you can choose what background and color you want each one to be, which looks nice because they also having scrolling backgrounds, similar to the map tiles from BB+ V0.4.
That's sad to hear as well, because I actually enjoyed doing a collab in one of the news videos. And hey Haroon Plays, as for your potential BFNS related channel, if you decide to end up making it, you should include a "History of BFNS" video series as part of it, where you go through each project and update released in the series, with a brief overview about each one, such as it's release date, what it added/changed, etc.
You mean, when you play a floor in the floor player? I was thinking about adding it there as well, and maybe making it so the person creating the floor can set what kind of loading screen they want for anyone who is playing their custom floor in that floor's settings in the floor builder. For example, if you wanted a BBCR-style loading screen with the baldi heads, or the elevator screen.
Thanks for the suggestion! I've decided to add your idea as a second variant for the floor builder's level loading screen. You can see some development footage of it below. And the great thing about this variant of the screen is that because it's in the elevator, additional information (such as the floor's name and the level's object count) can be displayed while the custom floor is being loaded. I plan on making it so players can switch between either variant, for those who prefer one over the other. But yeah, the elevator is finally coming back!
I think you should continue working on this custom floor once the Beta versions of BFNS Ultimate have been released. There's so much more you'll be able to do with the improved floor builder in those versions (plus, it's going to have some nice loading transitions as well, some frames from which you can see below), and if you didn't know already, I actually added this floor to the browser in the 3rd content update.
What device do you use? Because in my tests the fangame runs pretty well on both my phone and laptop, so the maps might not be running well for you if you are using a low end device, and if that is the case, keeping your device plugged in while playing should help improve performance.
In V1.01, I plan on making it so the office is hidden from rendering while you are on the camera system (and a pause menu is getting added to the each location as well), which should improve the performance while the camera system is open or the game is paused.
There isn't a way to save custom night presets currently that you have created, but I've thought about adding that before and will definitely include that feature in an update. Once implemented, it should let players share their custom night preset files with other players as well, since the preset's AI level data would be saved and loaded from a file on the player's device.