Learn how to navigate and use the project code editor
Main UI
You can access the editor by clicking the "Create" button or following this link: https://studio.penguinmod.com/editor.html
This is the PenguinMod editor or project studio. You will use this interface a lot, so feel free to play and explore it. You can always reset to a new project by clicking File > New. When you start a new project, it is recommended that you use a name for your project to make it easier for you to identify the project you are working on. For example, in the Project name textbox, type "Testing Project 1".
PenguinMod projects use .pmp extension (PenguinModProject) and .pm file extension. You can convert .sb3 (the official scratch v3 extension) to .pmp but you cannot go back to .sb3 afterwards.
To open PenguinMod Projects into the editor, click File > Load from your computer. You will be prompted with a window where you can choose where in your computer is the file you want to open.
If you want to save projects to a file you have two options, Save as and Save to separate file. File > Save as is used to save the project to the same file as you did before (if its a new project then you will need to select it first), while File > Save to separate file saves it as a new file, ignoring the previous version. Is recommended that you save your project periodically to prevent losing progress of your project.
If you forget to save a project and close the tab, you can still access an emergency backup that PenguinMod does automatically. Access these restore points by clicking File > Restore points.
Restore points are very likely to get deleted after you restart your computer or even before! Use this as last restort, don't rely on this feature. Please remember to save your projects to a file in your computer.
Project settings
Our project enviroments are customizable via Edit > Gameplay settings or by clicking the Settings button. In the Settings menu there are settings that complex projects might need to tweak, however, the default settings are fine for most begginer projects. Some examples of configurations you can change in the Settings menu is the FPS of your game (by default is 30), allow more clones (bypass default limit of 300 clones or choosing a custom screen resolution.
Addons
PenguinMod addons is a list of new features and improvements that you can use for convenience or to change the appearence of some parts of the editor. For example, you can change how the creation of variables works by default, change blocks colors or add a button to pause your project. You can view all the available addons. We recommend checking all the addons, specially the ones that have the "Recommended" tag.
You can access the addons list by clicking the Addons button or in this link: https://studio.penguinmod.com/addons.html.
Blocks
Projects are coded using blocks. You can use them in the Code tab, choosing a category of blocks you want to add to your project. By default, you have all the scratch blocks plus another 75+ blocks with features you can't get in normal Scratch. Additionally, you can get even more blocks by using block extensions to allow internet access, more visual effects, use APIs or even use AI.
PenguinMod also features a new type of custom blocks that include a "return" block as well as more customization for blocks.
However, the true potential and power of PenguinMod resides on it's amazing community-made, frequently updated, extensions:
Extensions
Accessing the PenguinMod's extensions can be done by clicking the button in the left down corner of the editor. You can view extensions verified by our developers by marking the "PenguinMod" filter. If you want even more extensions, checkout Extension Collections that have even more extensions for specific case uses.
When you add a extension (click the extension you want to add it to your block categories) it will appear below the default categories of blocks.
These extension blocks can be used in your projects as much as you want! All the extensions are opensource JavaScript scripts, so feel safe to use the ones that PenguinMod's developers recommend. To remove an extension, simply right click the extension category and click Remove Extension. Make sure you aren't using any blocks of that extension before deleting it since it could cause the project to be unstable. You can add again an extension after you deleted it but it won't keep the old blocks used.
You can add custom extensions by clicking Load Custom Extension, however, you must review the code of the extension you are adding since it could be malware. Do not trust unknown sources. If you load extensions you don't trust, make sure it's running sandboxed.
Upload project
If you are logged into PenguinMod and you want to save your project into the PenguinMod's servers (useful if you work on multiple computers, stores your project in the cloud) or you want the project to be public (note if that if you upload a project everyone can see it and copy your code and content), you can click Upload in the upper row of buttons.
Fill the textboxes with information to make it easier for people to understand your project. Use a short and concise title and explain all the project mechanics and how it works in the Instructions box. Give proper credits for everything you used but you didn't make. Alternatively, if you don't want to use the editor file you can upload a project from your computer by clicking Use a different project file. Another good key to have in mind if you want your project to get views is using a screenshot of your project in action. Upload that thumbnail by pressing Use my own image.
Click Upload to upload the project to our servers and get a link that you can share to other people and to make the project available publicily, click Remix to upload a project based off another project and click Update to upload an update of a project you had already uploaded.
When you upload projects to our server, you must make sure to follow our es (click here to read them). These guidelines apply to any of the three actions, Upload, Remix or Update.
By uploading projects to our servers you agree that we can use them without crediting you, that they might be deleted without warning and that you are reponsible for what is in the project.
Packager
After finishing a project, if you want to distribute it to more people or you want to compile it into a .exe or turn it into an .html to be used in a website, you can use the Packager tool. Packaging your project allows people to run your project without have access to internet nor have PenguinMod. This tool can be used automatically by clicking File > Package project. If you open the packager like this, wait a bit and it will automatically import the project you had on the project studio. However, you can choose alterative projects to compile: Using the ID of your project (https://penguinmod.com#ProjectID, you will get the project ID once you upload your project), using a project file from your computer or using another URL where the project is stored. We recommend using the file option (choose from your computer a file). If you want to open the packager without importing any project, you can also use this link: https://studio.penguinmod.com/PenguinMod-Packager/.
The packager has a lot of features. Scroll down and customize what you want, however, if you want to share a simple project as .html (the best idea, since .exe are really big size and have multiple bundle files), you can follow this steps:
Import your project to the packager
Scroll down to Player Options and choose your project name and if you want to show a loading bar while your project loads, tick the Show progress bar checkbox.
If you want a seamless experience and make the project autostart without needing to press the blue start flag, tick the Start project automatically instead of showing a big blue flag checkbox.
Scroll down to the Package button, click it, and wait until the packaged project file appears.
Click it to download it. You can now share that file to people to test your project!