Windows Platformer (V 1.1)

Instructions: ~Windows Platformer~\nIts not multiplayer if you want to know. Its just a normal 1 player platformer. Its not too hard. I'm working on a hard and long one.\nJust use arrow keys or WASD to move. find the missing folder to complete the game.

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [dab v] to [0]\nset volume to (100) %\n\nwhen I receive [start v]\nwait (3) seconds\nswitch backdrop to (bg1 v)\n\nwhen I receive [introover v]\nswitch backdrop to (costume1 v)\nrepeat until <(dab) = [1]>\n    play sound [Inside In.mp3 v] until done\nend\n\nwhen I receive [done v]\nset [dab v] to [1]\nstop all sounds\nrepeat until <(dab) = [0]>\n    play sound [Rush v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [page v] to [0]\nhide\n\nwhen I receive [message2 v]\ngo to x: (-183) y: (-80)\n\nwhen I receive [message1 v]\ngo to x: (-183) y: (-80)\n\nwhen I receive [char v]\ngo to x: (0) y: (38)\nset size to (500) %\nshow\n\nwhen I receive [start v]\nset [page v] to [1]\nwait (3) seconds\ngo to x: (-183) y: (-80)\nset size to (80) %\nshow\nset [gravity v] to [5]\nforever\n    change [y vel v] by (-0.5)\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [x vel v] by (0.7)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [x vel v] by (-0.7)\n    end\n    set [x vel v] to ((X vel) * (0.9))\n    change x by (X vel)\n    if <touching (platform v)?> then\n        change y by (1)\n        if <touching (platform v)?> then\n            change y by (1)\n            if <touching (platform v)?> then\n                change y by (1)\n                if <touching (platform v)?> then\n                    change y by (1)\n                    if <touching (platform v)?> then\n                        change y by (1)\n                        if <touching (platform v)?> then\n                            change x by ((X vel) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            change x by (1)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(X vel) > [0]> then\n                                    set [x vel v] to [-8]\n                                else\n                                    set [x vel v] to [8]\n                                end\n                                set [y vel v] to [8]\n                            else\n                                set [x vel v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Y vel)\n    if <touching (platform v)?> then\n        change y by ((Y vel) * (-1))\n        set [y vel v] to [0]\n    end\n    change y by (-1)\n    if <touching (platform v)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [y vel v] to [10]\n        end\n    end\n    if <key (r v) pressed?> then\n        go to x: (-183) y: (-30)\n    end\n    if <touching (rd v)?> then\n        go to x: (-183) y: (-30)\n    end\nend\n\nwhen this sprite clicked\nif <(page) = [0]> then\n    next costume\nend\n\nwhen I receive [start v]\nhide\nwait (3) seconds\nshow\nforever\n    if <not <touching (platform v)?>> then\n        change y by (1.5)\n    end\nend\n\nwhen I receive [done v]\nhide\n\n@Platform\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nwait (3) seconds\nshow\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [done v]\nhide\n\n@Win\n\nwhen flag clicked\ngo to x: (-2) y: (0)\nset [ghost v] effect to (95)\nforever\n    if <touching (player v)?> then\n        broadcast (message1 v)\n    end\nend\n\n@Lose\n\nwhen flag clicked\ngo to x: (2) y: (-5)\nset [ghost v] effect to (100)\nforever\n    if <touching (player v)?> then\n        broadcast (message2 v)\n    end\nend\n\n@Start\n\nwhen flag clicked\nset volume to (100) %\nstart sound [PokemonScratchIntro.mp3 v]\nset [dis v] to [0]\nset [costume v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (logo \(1\) v)\nset size to (1) %\nhide\nrepeat (3)\n    change [costume v] by (1)\n    create clone of (_myself_ v)\n    wait (0.9) seconds\nend\nwait (0.1) seconds\nshow\nrepeat (22)\n    change size by (5)\n    turn left (16.36) degrees\nend\nstart sound [coin v]\nset [dis v] to [1]\nwait (0.25) seconds\nrepeat (22)\n    change size by (-5)\n    turn left (-16.36) degrees\nend\nhide\nwait (0.25) seconds\nstop all sounds\nbroadcast (introover v)\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (-180)\nif <(costume) = [1]> then\n    set size to (130) %\n    switch costume to (stuff v)\n    glide (0.85) secs to x: (0) y: (65)\n    start sound [gun_laser v]\n    wait (2.25) seconds\n    delete this clone\nelse\n    if <(costume) = [2]> then\n        set size to (130) %\n        switch costume to (stuff 2 v)\n        glide (0.85) secs to x: (0) y: (0)\n        start sound [gun_laser v]\n        wait (1.5) seconds\n        delete this clone\n    else\n        if <(costume) = [3]> then\n            set size to (130) %\n            switch costume to (stuff 3 v)\n            glide (0.85) secs to x: (0) y: (-60)\n            start sound [gun_laser v]\n            wait (0.75) seconds\n            delete this clone\n        end\n    end\nend\n\n@logo\n\nwhen flag clicked\nhide\ngo to x: (0) y: (50)\nset [d v] to [0]\npoint in direction (90)\n\nwhen I receive [introover v]\nshow\nforever\n    change [d v] by (8)\n    turn left ([cos v] of (d) ) degrees\n    change size by ([cos v] of (d) )\nend\n\nwhen I receive [char v]\nhide\n\n@Computer\n\nwhen flag clicked\ngo to x: (-2) y: (3)\nhide\nclear graphic effects\nset size to (100) %\n\nwhen I receive [start v]\nshow\nrepeat (100)\n    change size by (10)\nend\nhide\n\n@button\n\nwhen flag clicked\nset [sad v] to [0]\ngo to x: (2) y: (-136)\nhide\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (15)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen this sprite clicked\nif <(sad) = [0]> then\n    broadcast (char v)\n    change [sad v] by (1)\nelse\n    if <(sad) = [1]> then\n        broadcast (Start v)\n    end\nend\n\nwhen I receive [introover v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Nothin\n\nwhen I receive [start v]\nrepeat (100)\n    change [ghost v] effect by (-1)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nrepeat (100)\n    change [ghost v] effect by (-1)\nend\nhide\n\n@Rd\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nwait (3) seconds\nforever\n    if <([costume name v] of [platform v]) = ([costume name v] of [rd v])> then\n        show\n    else\n        hide\n        next costume\n    end\nend\n\n@item\n\nwhen flag clicked\ngo to x: (194) y: (-98)\nhide\n\nwhen I receive [start v]\nwait until <([costume # v] of [platform v]) = [11]>\nshow\nset [c v] to [0]\nforever\n    change [c v] by (5)\n    change [brightness v] effect by ([cos v] of (c) )\n    if <touching (player v)?> then\n        broadcast (Done v)\n        hide\n    end\nend\n\n@Done\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [done v]\nshow\npoint in direction (90)\nset [d v] to [0]\nforever\n    change [d v] by (7)\n    turn left ([cos v] of (d) ) degrees\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (44)\nhide\n\nwhen I receive [done v]\nshow\n\n@Cover\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n