★★★PSC★★★ Basically a remake of VSC but in Pig Dash. • Official level codes forum: https://scratch.mit.edu/discuss/topic/772843/ • Play here for a better experience: https://turbowarp.org/1216788735?fps=60&size=640x360 ★ 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?)