Hello, so I don’t know how to branch to FNF Remake so I can make a mod. RobinsonX can you help me? I saw your How to make a FNF mod on hyperPad without coding. But I can’t branch your FNF Remake project. So can you help me?
It seems that “propel object” is affecting the object’s rotation. I don’t believe I ever had to compensate for that in the past so I’m assuming it’s new. Maybe locking and unlocking rotation while using propel object might fix this..? Just not sure if it was intentional.
There's a way you can reset your save data in the Debug menu when you are editing your project. And I've been having the issue with the opposite, data doesn't save sometimes and everything goes into default every once in a while.
@Aidan_Fire Yes, I encountered that, too! I think I ended up giving up on adding particle effects to my rocket for this very reason. I thought that maybe I was just stupid and was doing something wrong lol.
@SplitMindGaming Yeah I get this too, it usually happens when hyperPad tries to get an image but fails. I can force it to happen by loading an image into hyperPad, putting it in my dash board and then deleting the image from my hyperPad.
Comment behaviors set to be turned off behave as if they are turned on
Yes comment behaviours should act as "Root" behaviours but this isn't something i thought of. We will make a new comment behaviour and just deprecate the old comment behaviours so we don't run into this issue.
@Hamed when selecting clean project is it suppose to look like this? All I see is a real quick flash. I made a video of what I’m talking about. Not sure if it’s working or if it’s glitched out. This is on the beta when selecting clean project.FullSizeRender.mov
if it ends quickly, then that means there isn't much to clean. It cleans up any lingering behaviours, or objects that were never quite deleted.