multiplayer platformer engine 

Instructions: this is multiplayer engine \nno levels :(

@Stage\n\nwhen I receive [begin v]\nswitch backdrop to (game v)\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset [pixelate v] effect to (0)\npoint in direction (90)\nset [lvl v] to [1]\nshow\ngo to x: (-188) y: (64)\nset [x v] to [0]\nset [y v] to [0]\nforever\n    if <key (right arrow v) pressed?> then\n        change [x v] by (1)\n    end\n    if <key (left arrow v) pressed?> then\n        change [x v] by (-1)\n    end\n    set [x v] to ((X) * (0.9))\n    change x by (X)\n    if <touching color (#000000)?> then\n        change y by (1)\n        if <touching color (#000000)?> then\n            change y by (1)\n            if <touching color (#000000)?> then\n                change y by (1)\n                if <touching color (#000000)?> then\n                    change y by (1)\n                    if <touching color (#000000)?> then\n                        change y by (1)\n                        if <touching color (#000000)?> then\n                            change y by (-5)\n                            change x by ((X) * (-1))\n                            if <key (up arrow v) pressed?> then\n                                if <(X) < [0]> then\n                                    set [x v] to [-5]\n                                else\n                                    set [x v] to [5]\n                                end\n                                set [y v] to [10]\n                            else\n                                set [x v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y v] by (-1)\n    change y by (Y)\n    if <touching color (#000000)?> then\n        change y by ((Y) * (-1))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <touching color (#000000)?> then\n        if <key (up arrow v) pressed?> then\n            set [y v] to [15]\n        end\n    end\n    change y by (1)\nend\n\nwhen flag clicked\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining game v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n    switch backdrop to (joined v)\nelse\n    switch backdrop to (full game v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n    if <(MY PLAYER #) > [0]> then\n        send cloud data\n    end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n    set [☁ p1 v] to (value)\nelse\n    if <(player) = [2]> then\n        set [☁ p2 v] to (value)\n    else\n        if <(player) = [3]> then\n            set [☁ p3 v] to (value)\n        else\n            set [☁ p4 v] to (value)\n        end\n    end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x position) to encoded\nwrite (y position) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine values = read from encoded\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n    change [letter # v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [begin v]\nforever\n    if <(MY PLAYER #) = (player #)> then\n        set [offline v] to [100]\n        hide\n    else\n        tick\n    end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            set [value v] to (☁ P4)\n        end\n    end\nend\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [player # v] by (1)\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <(offline) > [99]> then\n        show\n    end\n    set [offline v] to [0]\nend\nbegin decode of (value)\nvalues = read from encoded\nsay (join (player #) (join [: ] (value)))\nvalues = read from encoded\nvalues = read from encoded\nset x to (value)\nvalues = read from encoded\nset y to (value)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\nend\n\nwhen [r v] key pressed\nif <(username) = [GLifTTi]> then\n    set [☁ p1 v] to [0]\n    set [☁ p2 v] to [0]\n    set [☁ p3 v] to [0]\n    set [☁ p4 v] to [0]\nend\n\n@Duszek1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n