Layman's pretty-printed instructions to GDD. ⚡️⚡️⚡️ |=| Dynamic FPS Version |=| ⚡️⚡️⚡️ https://forkphorus.github.io/#222288445 ⭐️⭐️⭐️ |=| CONTROLS |=| ⭐️⭐️⭐️ ⌨️Space/Up || Jump ———————————————— ⚙️⚙️⚙️ |=| DEBUG MODE |=| ⚙️⚙️⚙️ ⏱Timing || Linearly control the rate at which physics step is triggered. 90 is the default speed. 〽️Precision || Uses preset values to control how many units of time must pass between each physics step. 1 is the default value, 6 is the most precise value. ✨Object displayed || Specifies how many clones are spawned upon start-up of the project. ▶️Level select || Selects the level ID from a preset list. In this case, the list contains Geometry Dash's first 9 campaign levels. Scroll down to see the level names in order. ✈️Auto mode || Toggle whether or not a preset list will be used to maneuver the player. Default to 1 (Active). ✨+VFX || Visual effects(?)—behavior has not been observed. ———————————————— (ℹ️) |=| DEBUG MISC |=| (ℹ️) [1] Float value at top tracks game FPS (Partially concealed in 3.0) [2] Integer value at top right returns amount of physics steps executed in current frame. ———————————————— |=| LEVEL INFO|=| [1] ForeverBound - Stereo Madness [2] DJVI - Back on Track [3] Step - Polargeist [4] DJVI - Dry Out [5] DJVI - Base After Base [6] DJVI - Can't Let Go [7] Waterflame - Jumper [8] Waterflame - Time Machine [9] DJVI - Cycles
Source: https://scratch.mit.edu/projects/222288445/ Credits: @Kouzone AKA: @Kouzeru, @A-KouZ1. Visit Kouzone's project for more info. Re-shared and unmodified for archive purposes. [Experimental/Defunct] Want to import your own levels (and have them persist)? https://gdbrowser.com/ Paste a level's object data into the project, specifically in the list named data.levels.internal. Ensure the index is divisible by 3. The level must be updated in 1.9 or prior, although not all objects are supported. Notice: It is no longer possible to request level data through normal GD Browser. Process is still viable through private servers.