★★★PENEREN'S PIG DASH MODS★★★ Basically a remake of Geometry (Pig) Dash but with Mods. • Official level codes forum: https://scratch.mit.edu/discuss/topic/772843/ • Play here for a better experience: https://turbowarp.org/1059524878?hqpen&clones=Infinity&size=640x360&stuck&fps=60&offscreen ★ Instructions ★ ======================================== • Press any key or Tap to jump. • Avoid colliding with spikes and walls. • Try to find all hidden coins. • Reach the end of the level! • Press Enter or click the Penguin icon in the corner to open the Mod Menu, then click the buttons to configure enabled mods. Changelog: 1.5.4 - Peneren Hard Map 5 released as the 6th main level! Good luck! (Also added a new stylized title for PHM4) 1.5.3.2 - Fixed the bug where level mobs (orbs, coins, portals) were removed from the level when opening mods. Also removed leftover level data in the Custom Levels tab from testing stuff. Also removed the announcement I put since it was pretty redundant and kinda annoying. 1.5.3.1 - :) 1.5.3 - Added descriptions for mods when hovering over them. 1.5.2 - Added bug tracker, access via the button in the main menu. Also added a message that shows up when launching the project. 1.5.1 - Optimized mod menu code and added hover animations to all mod buttons. Also added reset buttons for Speedhack and Level Length Bypass. 1.5.0.1 - Fixed a bug with the hitbox skin. 1.5 - Added Show Hitboxes and Legacy Hitbox Physics. Also added a new skin that is accurate to player size. 1.4.1 - Added Peneren Hard Map 4 as a fifth main level. 1.4 - Added Show Tile ID, fixed an old bug where you could place objects or click unintentionally while trying to change mods. 1.3 - Added Show Layout 1.2 - Added Best Run and current percentage display from my Spooky Dash mods. 1.1 [Speedhack Update] - Added Speedhack, Fake Tile Menu, and re-implemented Spooky Dash's editor keybinds. Fixed Noclip not having a proper keybind. 1.01 - Fixed bug where Noclip was always on when loading the project. 1.0 - Initial release with Noclip, Practice Mode, Level Length Bypass, and Force Tile ID. Special tiles to bypass to: 73 - 3x3 black tile 74 - Left Green Tile Select Arrow 75 - Right Green Tile Select Arrow 76 - Eraser 77-84 - Fake Spikes 85 - Fake Block 86 - Fake Slab 87 - Fake Ship Portal (Cannot be rotated) 88 - Color Trigger sprite (Cannot change BG color) 89 - Fake Coin (Does not rotate) 90-97 - Fake Pads (Do not have animations) 98 - Fake Orb (Cannot be placed off-grid and will not pulse) 99-114 - Fake Ground Tiles (Do not connect to other tiles, useful for design levels) 115 - Fake Gravity Portal (Cannot be placed off-grid or rotated) 116-123 - Fake Upside Down Pads (Do not have animations) 124-141 - Static Pulsing Sticks 142-145 - Fake Ground Spikes Before you ask, yes, these will work in vanilla Pig Dash. The reason this works is because Scratch loops costumes, so if there were 10 costumes, costume 11 would be the same as costume 1. However, Pig Dash does not loop collision, animation, and "tile recipe" data to compensate, meaning that tiles past 75 don't have any data, causing them to behave like decoration objects. (Technically every object past 70 has no data as the last 5 sprites are either decoration or pointless. Tile 72 doesn't even have a sprite at all.) The easiest way to find the tile ID is to add 75 to whatever tile you want a fake version of. Do note that this doesn't work for Xmas Dash levels. To make this work for Xmas Dash, add 87 instead. (Also, some of the later tiles are also inaccurate) I'm going to do some more research into pushing the vanilla versions of the game as far as possible. I want to see if it's possible to force tiles onto the mob grid, add multiple tiles on top of eachother, offgrid tile placement, and all sorts of other stuff, seeing if tweaking game values can result in new behavior that can be abused for level design. • Subscribe to Pig Dash's creator on YouTube youtube.com/ • Also subscribe to me while you're at it (I rarely upload though). youtube.com/ (By the way, why did you scroll down here?)
==== MODS ==== (May not be up to date, more up-to-date info in the project.) --- Implemented --- - Noclip: Allows you to hit obstacles without dying. - Practice Mode: Allows you to place checkpoints. Keybinds: X to place checkpoints, C to remove checkpoints, V to clear all checkpoints. - Brush ID Bypass: Allows you to set a specific tile ID. Useful for placing unlisted tiles. (Read the Instructions box for more details on uses and limitations) - Level Length Bypass: Allows you to increase the level limit. Do note that levels longer than 1400 blocks will fail to load in vanilla Pig Dash. I also have no idea if these levels will actually function due to the way the level grid works but eh whatever. - Tile Overflow Menu: Allows you to select "overflow" tiles, which are tiles with an ID of over 75, in the editor without needing to use Brush ID Bypass. Enable this menu by clicking the "Fake Tiles" checkbox in the editor. - Speedhack: Modifies the delta-lock to speed up or slow down the game. - Show Tile IDs: Shows you the internal ID of an object if it has no data. Hold B to see tile IDs of background tiles ----- Mods (no toggle) ----- - Full Tile Menu: Adds a few tiles not available with the tile menu normally. - No Oink Death Sound: Lets be honest it was so dang annoying. Replaced with the default death sound from Geometry Dash. - Best Run: Shows your best run on a level. Not the most accurate unfortunately. - Percentage: Shows your current percentage. - Cheat Indicator: Shows if you are using cheats or are in practice mode, or using the legacy hitboxes. - Mod Menu: Press enter to open the menu to enable other mods. - Keybinds: 1-4 to change objects in editor, N to toggle noclip, and P to toggle practice mode. - FPS Bypass: Isn't even a modification, this is in vanilla Pig Dash but may as well mention it. Basically you can set your framerate to anything you want on Turbowarp or with certain browser extensions and it will still run at the same speed. (We gonna have 240 carried players in Pig Dash soon mark my words) - Show Hitboxes: Self-explanatory, shows object collisions. - Legacy Hitbox Physics: Reverts to Pig Dash's original 1.0 hitboxes. Do note that the broken portal collision is still fixed, so levels from 1.0 which abused this bug still won't work. ---- To be added ---- - (WIP) Custom Tile Menu: Allows you to set a customized tile select menu. This tile menu can be exported as a save code which will have its own forum topic to share, alongside macro codes. - (WIP) Replay Macro: Allows you to bot a level in practice mode and/or speedhack and replay it in normal mode. This replay macro can be exported and shared in a forum topic alongside custom tile menus. - (WIP) Everything Hurts: Applies a full collision hitbox to every object regardless of tile ID or tile layer, and kills you regardless of object. - (WIP) Collision Manipulator: Allows you to change hitboxes of objects to your liking. - (WIP) Unsnap Camera: Removes the camera snapping to the bottom of the play area. - (WIP, no toggle) Indirect Level Loading: Rather than simply launching the level when putting in a code, the level will replace a level slot in the editor so you don't lose progress editing a level from a code. - (WIP, no toggle) Binary Code Converter: Allows you to load codes even if they were converted to binary text. Also allows you to export codes in binary.