FLOWERQUEST || A PLATFORMER [ENTRY FOR @JC_ProGold 'S CONTEST] # all #all # games #games

Instructions: WE HIT 3K LOVES!!!\n\nFRONT PAGE ON TRENDING WOHOO\n\nI'M BACK\nI TOOK A BREAK FROM SCRATCH, BUT I REMEMBERED THIS PLATFORMER, SO I GOT TO THE SCRATCH-PAGE AND WORKED ON IT A BIT MORE.\n\nAND...\nCONGRATS ON 1K FOLLOWERS!!!\nLET'S GET THIS ON TRENDING!\n\n★★★ INSTRUCTIONS ★★★\n+USE ARROW KEYS TO MOVE YOUR CHARACTER\n+AVOID SPIKES AND LAVA                               \n+R TO RESET                                                          \n+S TO SKIP\n\nALL LEVELS ARE POSSIBLE!\n\n★★★ HAVE FUN! ★★★\n\n\n-SYRUP\n\n\n\n\n\n\nRESHARED BECAUSE OF A BUG\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCOMMENT: WIN!

@Stage\n\nwhen flag clicked\nset [yay v] to [1]\nswitch backdrop to (1 v)\nset [falltempo v] to [0]\nforever\n    play sound (YAY) until done\nend\n\nwhen I receive [new level v]\nif <(LEVEL) = [10]> then\n    set [yay v] to [2]\n    stop all sounds\n    switch backdrop to (2 v)\nend\n\nwhen I receive [end! v]\nset [yay v] to [3]\nstop all sounds\n\nwhen I receive [mute v]\nset [volume v] to [0]\n\nwhen flag clicked\nset [volume v] to [100]\nforever\n    set volume to (VOLUME) %\nend\n\nwhen I receive [unmute v]\nset [volume v] to [100]\n\n@LESS LAG\n\n@PLAYER\n\ndefine Sprung\nif <key (up arrow v) pressed?> then\n    change y by (-1)\n    if <touching (groundy v)?> then\n        set [falltempo v] to [27]\n        start sound [JUMP v]\n    end\n    change y by (-1)\nend\n\ndefine Laufe\nif <key (right arrow v) pressed?> then\n    switch costume to (-lilanimator- v)\n    change x by (7)\n    if <touching (danger v)?> then\n        go to x: (-200) y: (0)\n        start sound [DEAD v]\n    end\n    if <touching (groundy v)?> then\n        change x by (-7)\n    end\n    if <(x position) > [230]> then\n        broadcast (NEW LEVEL v)\n        change [level v] by (1)\n    end\nend\nif <key (left arrow v) pressed?> then\n    switch costume to (-lilanimator-2 v)\n    change x by (-7)\n    if <touching (danger v)?> then\n        go to x: (-200) y: (0)\n        start sound [DEAD v]\n    end\n    if <touching (groundy v)?> then\n        change x by (7)\n    end\nend\n\nwhen I receive [new level v]\nswitch costume to (-lilanimator- v)\ngo to x: (-200) y: (0)\n\nwhen [r v] key pressed\nif <(LEL) = [1]> then\n    switch costume to (-lilanimator- v)\n    go to x: (-200) y: (0)\nend\n\nwhen [s v] key pressed\nif <(LEL) = [1]> then\n    broadcast (NEW LEVEL v)\n    change [level v] by (1)\nend\n\nwhen I receive [start game!!! v]\nswitch costume to (-lilanimator- v)\ngo to x: (-200) y: (0)\nset [überground v] to [10]\nset [thongy v] to [0]\nset [schwerkraft v] to [-3]\nshow\nforever\n    if <(THONGY) = [0]> then\n        Laufe\n        Sprung\n        Simulation\n    end\nend\n\ndefine Simulation\nchange y by (FALLTEMPO)\nif <touching (danger v)?> then\n    go to x: (-200) y: (0)\n    start sound [DEAD v]\nend\nif <touching (groundy v)?> then\n    if <<(FALLTEMPO) < [0]> or <(FALLTEMPO) = [0]>> then\n        set [überground v] to [1]\n        repeat until <not <touching (groundy v)?>>\n            change y by (ÜBERGROUND)\n        end\n    else\n        set [überground v] to [-1]\n        repeat until <not <touching (groundy v)?>>\n            change y by (ÜBERGROUND)\n        end\n    end\n    set [falltempo v] to [0]\nelse\n    change [falltempo v] by (SCHWERKRAFT)\nend\n\nwhen I receive [walk v]\ngo to x: (-192) y: (-77)\nswitch costume to (-lilanimator- v)\ngo to [front v] layer\nrepeat until <touching (_edge_ v)?>\n    change x by (7)\nend\nbroadcast (END! v)\nhide\n\nwhen flag clicked\nforever\n    set volume to (VOLUME) %\nend\n\n@GROUNDY\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\n@DANGER\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@THUMBY\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@ART\n\nwhen I receive [start game!!! v]\nset [thingy v] to [0]\nforever\n    if <(THINGY) = [0]> then\n        create clone of (_myself_ v)\n        wait (pick random (0.25) to (0.75)) seconds\n    else\n        repeat (10)\n            create clone of (_myself_ v)\n        end\n        wait (pick random (0.5) to (1)) seconds\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(THINGY) = [0]> then\n    set size to (pick random (50) to (120)) %\n    go to [back v] layer\n    set [ghost v] effect to (50)\n    show\n    go to x: (240) y: (pick random (0) to (180))\n    switch costume to (pick random (1) to (4))\n    repeat (92)\n        change x by (-5)\n    end\n    delete this clone\nelse\n    go to [front v] layer\n    go [backward v] (1) layers\n    show\n    go to x: (pick random (-240) to (240)) y: (-180)\n    switch costume to (costume5 v)\n    set [thingy2 v] to (pick random (-10) to (10))\n    set [thingy3 v] to (pick random (30) to (40))\n    repeat (25)\n        change y by (THINGY3)\n        change x by (THINGY2)\n        change [thingy3 v] by (SCHWERKRAFT)\n    end\n    delete this clone\nend\n\nwhen I receive [new level v]\nif <(LEVEL) = [10]> then\n    set [thingy v] to [1]\nend\n\nwhen I receive [end! v]\nset [thingy v] to [0]\n\n@MORE ART\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [new level v]\nnext costume\n\n@STUFF\n\nwhen flag clicked\nclear graphic effects\nshow\ngo to [front v] layer\nset [lel v] to [0]\nhide variable [level v]\nswitch costume to (costume1 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nrepeat (20)\n    change [whirl v] effect by (5)\n    change [pixelate v] effect by (1)\n    change [ghost v] effect by (5)\nend\nset [lel v] to [1]\nshow variable [level v]\nbroadcast (START GAME!!! v)\nhide\n\nwhen I receive [new level v]\nif <(LEVEL) = [16]> then\n    set [thongy v] to [1]\n    show\n    clear graphic effects\n    switch costume to (new thingy v)\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    next costume\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    next costume\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    next costume\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    next costume\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    next costume\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    next costume\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    next costume\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    next costume\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    next costume\n    wait until <key (space v) pressed?>\n    wait until <not <key (space v) pressed?>>\n    set [lel v] to [1]\n    next costume\n    broadcast (WALK v)\nend\n\nwhen I receive [end! v]\nrepeat (20)\n    change [whirl v] effect by (5)\n    change [pixelate v] effect by (1)\n    change [ghost v] effect by (5)\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [end! v]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(ID) = [0]> then\n    switch costume to (costume3 v)\n    go to [front v] layer\n    go [backward v] (2) layers\n    forever\n        point in direction ((([tan v] of ((timer) * (100)) ) * (10)) + (90))\n    end\nelse\n    if <(ID) = [1]> then\n        switch costume to (costume1 v)\n        go to [front v] layer\n        forever\n            point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\n        end\n    else\n        if <(ID) = [2]> then\n            point in direction (90)\n            switch costume to (costume2 v)\n            go to [front v] layer\n            forever\n                set y to ((0) + (([sin v] of (((timer) * (10)) * (50)) ) * (10)))\n            end\n        end\n    end\nend\n\n@MUTE\n\nwhen flag clicked\nhide\n\nwhen I receive [start game!!! v]\nshow\ngo to x: (192) y: (-135)\nforever\n    point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\nend\n\nwhen I receive [start game!!! v]\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        broadcast (MUTE v)\n    end\nend\n\n@UNMUTE\n\nwhen flag clicked\nhide\n\nwhen I receive [start game!!! v]\nshow\ngo to x: (192) y: (-165)\nforever\n    point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\nend\n\nwhen I receive [start game!!! v]\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        broadcast (UNMUTE v)\n    end\nend\n\n