Detailed 4  A Platformer  Into The Mountains  #stories #all #art #games #detailed #music #animations

Instructions: MY BEST GAME EVER IS OUT!!! IT IS OUT https://scratch.mit.edu/projects/657080669/ !! \nWITH OVER 4000 BLOCKS OF CODE\n800 ASSETS!!!  CHECK IT OUT\n\n\nMake Sure To Check Out My Newest Animation!\nhttps://scratch.mit.edu/projects/612436614/  !\nAnd check this out\nhttps://scratch.mit.edu/projects/622712912/\n                             ---DETAILED 4---\n____________________________________________\n       -Welcome To Part 4 of the Detailed Series-\n                   -INTO THE MOUNTAINS-\n____________________________________________\n                                -Instructions-\n        - Select Your Music (I recommend Faded) -            \n  -Arrow Keys Or W.A.S.D To Move-\n                -Jump Over Spikes And Saws-\n                         -Enjoy The 22 Levels -                           - No Advertising,F4F Or Asking People To Follow You. It's So Annoying!\n\n              - Love,Fave and follow for Part 5! -\n\nPlease Follow The [OFFICIAL] Detailed Platformer Series Studio So That You Will Know When Part 5 is released Link: https://scratch.mit.edu/studios/30317739\n\nCheck Out My FPC Application  https://scratch.mit.edu/projects/603021513\nCheck Out An Intro I Made\nhttps://scratch.mit.edu/projects/619634050/\n____________________________________________\n                        -Credits-\nSongs Are:\nFaded By Alan Walker\nHall Of Fame By The Script\nCan't Hold Us By Macklemore And Ryan Lewis\nAnd Levels By Avicii\n@--AwesomeCode-- For the platformer engine (19%)\nRest By Me! (81%)\n\n6th on #stories !  36th on #games\n21 on #music  19 on #art  26/12/21\n1st on #stories !!! 22nd on #games\n10th on #music 5th on #art !! 27/12/21\n1st on #stories 8th on #games!\n4th on #music 1st on #art ! 14th on #all  28/12/21

@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n    switch costume to (The Level)\n    broadcast (f v)\nend\n\nwhen flag clicked\nforever\nend\n\nplay sound [Hall Of Fame v] until done\n\n@level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    go to [back v] layer\n    switch costume to (The Level)\n    broadcast (f v)\nend\n\n@Sprite2\n\nwhen flag clicked\npoint in direction (60)\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (costume1 v)\n        go to [front v] layer\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (costume2 v)\n        go to [front v] layer\n        go [backward v] (2) layers\n    end\nend\n\nwhen flag clicked\nforever\n    repeat (5)\n        wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n        turn right (10) degrees\n    end\n    repeat (5)\n        wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n        turn right (-10) degrees\n    end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n    go to (player2 v)\nend\n\nwhen flag clicked\nforever\n    if <touching (sprite7 v)?> then\n        broadcast (reset v)\n        wait (0.1) seconds\n    end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n    go to (player2 v)\nend\n\nwhen flag clicked\nforever\n    if <(x position) > [230]> then\n        change [the level v] by (1)\n    end\nend\n\nwhen I receive [go to  v]\nglide (1) secs to (sprite12 v)\n\nwhen flag clicked\nshow\nwait until <(The Level) = [18]>\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\npoint in direction (90)\nforever\n    if <key (right arrow v) pressed?> then\n        go to [front v] layer\n        go [backward v] (4) layers\n    end\n    if <key (left arrow v) pressed?> then\n        go to [front v] layer\n    end\nend\n\nwhen flag clicked\nforever\n    repeat (9)\n        wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n        turn right (-20) degrees\n    end\n    repeat (9)\n        wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n        turn right (20) degrees\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (sprite7 v)?> then\n        broadcast (reset v)\n        wait (0.1) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    go to (player2 v)\nend\n\nwhen flag clicked\nforever\n    go to (player2 v)\nend\n\nwhen flag clicked\nforever\n    if <(x position) > [220]> then\n        change [the level v] by (1)\n        broadcast (reset v)\n    end\nend\n\nwhen I receive [go to  v]\nglide (1) secs to (sprite12 v)\n\nwhen flag clicked\nshow\nwait until <(The Level) = [18]>\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nforever\n    go to (player2 v)\n    if <key (right arrow v) pressed?> then\n        go to [front v] layer\n    end\n    if <key (left arrow v) pressed?> then\n        go to [front v] layer\n        go [backward v] (2) layers\n    end\nend\n\nwhen flag clicked\nforever\n    repeat (9)\n        wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n        turn right (20) degrees\n    end\n    repeat (9)\n        wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n        turn right (-20) degrees\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (sprite7 v)?> then\n        broadcast (reset v)\n        wait (0.1) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    go to (player2 v)\nend\n\nwhen flag clicked\nforever\n    go to (player2 v)\nend\n\nwhen I receive [go to  v]\nglide (1) secs to (sprite12 v)\n\nwhen flag clicked\nshow\nwait until <(The Level) = [18]>\n\n@Sprite5\n\nwhen flag clicked\npoint in direction (120)\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (costume1 v)\n        go to [front v] layer\n        go [backward v] (2) layers\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (costume2 v)\n        go to [front v] layer\n    end\nend\n\nwhen flag clicked\nforever\n    repeat (5)\n        wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n        turn right (-10) degrees\n    end\n    repeat (5)\n        wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n        turn right (10) degrees\n    end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n    go to (player2 v)\n    go to (player2 v)\n    go to (player2 v)\n    go to (player2 v)\nend\n\nwhen flag clicked\nforever\n    if <touching (sprite7 v)?> then\n        broadcast (reset v)\n        wait (0.1) seconds\n    end\nend\n\ndefine go\ngo to (player v)\ngo to (player v)\ngo to (player v)\ngo to (player v)\n\nwhen I receive [go to  v]\nglide (1) secs to (sprite12 v)\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    switch costume to (The Level)\nend\n\n@level2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n    go to [front v] layer\n    go [backward v] (10) layers\n    switch costume to (The Level)\n    broadcast (f v)\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to x: (215) y: (176)\nset [c v] to [1]\nrepeat (3)\n    create clone of (_myself_ v)\n    change [c v] by (1)\nend\n\nwhen I start as a clone\nif <(c) = [4]> then\n    switch costume to (costume1 v)\n    show\n    go to [front v] layer\n    set size to (40) %\n    set [ghost v] effect to (0)\n    forever\n        repeat (18)\n            change size by (1)\n        end\n        repeat (18)\n            change size by (-1)\n        end\n    end\nelse\n    if <(c) = [2]> then\n        switch costume to (costume1 v)\n        go to [front v] layer\n        go [backward v] (1) layers\n        show\n        set size to (90) %\n        set [ghost v] effect to (50)\n        forever\n            repeat (20)\n                change size by (-1)\n            end\n            repeat (20)\n                change size by (1)\n            end\n        end\n    else\n        if <(c) = [3]> then\n            switch costume to (costume2 v)\n            go to [front v] layer\n            go [backward v] (2) layers\n            show\n            set size to (120) %\n            set [ghost v] effect to (30)\n            forever\n                repeat (20)\n                    change size by (1)\n                end\n                repeat (20)\n                    change size by (-1)\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\ngo to [back v] layer\n\n@Sprite17\n\nwhen flag clicked\nforever\n    switch costume to (costume8 v)\n    show\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    switch costume to (costume8 v)\n    show\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n    switch costume to (The Level)\n    turn right (10) degrees\n    go to [back v] layer\n    go [forward v] (8) layers\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [3]> then\n        go to x: (5) y: (-10)\n    else\n        if <(The Level) = [4]> then\n            go to x: (5) y: (-15)\n        end\n    end\nend\n\n@Player2\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n    go to [front v] layer\n    go [backward v] (5) layers\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [x velocity v] by (-1.5)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [x velocity v] by (1.5)\n    end\n    set [x velocity v] to ((X velocity) * (0.85))\n    change x by (X velocity)\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by (-4)\n        change x by ((X velocity) * (-1))\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            if <(X velocity) > [0]> then\n                set [x velocity v] to [-10]\n            else\n                set [x velocity v] to [10]\n            end\n            set [y velocity v] to [15]\n        else\n            set [x velocity v] to [0]\n        end\n    end\n    change [y velocity v] by (-1)\n    change y by (Y velocity)\n    if <touching (level v)?> then\n        change y by ((Y velocity) - ((Y velocity) * (2)))\n        set [y velocity v] to [0]\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n    end\n    change y by (-1)\n    if <<touching (level v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [y velocity v] to [15]\n    end\n    change y by (1)\n    if <(x position) > [239]> then\n        broadcast (Next Level v) and wait\n        change [the level v] by (1)\n    end\n    if <touching (sprite7 v)?> then\n        broadcast (Reset v)\n        create clone of (_myself_ v)\n    else\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n        if <touching (sprite9 v)?> then\n            broadcast (Reset v)\n        end\n    end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n    change [ghost v] effect by (10)\n    change y by (5)\n    turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (20)\n\nwhen flag clicked\nforever\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        switch costume to (player2 v)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        switch costume to (player v)\n    end\nend\n\nwhen I receive [go to  v]\nglide (1) secs to (sprite12 v)\n\n@Sprite6\n\nwhen flag clicked\nforever\n    go to [back v] layer\n    go [forward v] (4) layers\nend\n\nset [0. v] to [132]\n\n@Sprite11\n\nwhen flag clicked\nshow\nforever\n    switch costume to (The Level)\n    go to [back v] layer\n    go [forward v] (5000) layers\n    set [ghost v] effect to (50)\nend\n\nwhen flag clicked\ngo to x: (0) y: (30)\nforever\n    repeat (20)\n        change y by (-1)\n    end\n    repeat (20)\n        change y by (1)\n    end\nend\n\nwhen flag clicked\nshow\nwait until <(The Level) = [18]>\nforever\n    hide\nend\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait until <(The Level) = [18]>\nshow\nwait until <touching (player2 v)?>\nnext costume\nwait until <key (space v) pressed?>\nnext costume\nforever\n    wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n    switch costume to (costume2 v)\n    wait until <key (space v) pressed?>\n    next costume\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Sprite13\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nwait until <(The Level) = [22]>\nshow\nwait until <touching (player2 v)?>\nhide\nbroadcast (gem collected! v)\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Sprite14\n\nwhen I receive [gem collected! v]\ngo to x: (-183) y: (-143)\nshow\nset size to (1) %\nset [brightness v] effect to (0)\nrepeat (400)\n    go to [front v] layer\n    change [brightness v] effect by (2)\n    change size by (3)\nend\nforever\n    go to [front v] layer\n    go [backward v] (2) layers\nend\n\nwhen flag clicked\nhide\n\n@Sprite15\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    go to [front v] layer\n    change x by (((round (x)) - (round (x position))) / (speed))\n    change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\nwhen I receive [gem collected! v]\nwait (6) seconds\ngo to x: (0) y: (2000)\nshow\nSmooth Glide x: (0) y: (-150) speed: (5)\nforever\n    go [backward v] (1) layers\n    go to [front v] layer\nend\n\n@Sprite16\n\n@Sprite18\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n    switch costume to (hack v)\n    change size by (((round (size)) - (round (size))) / (speed))\n    switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n    if <touching (mouse-pointer v)?> then\n        Smooth Size size: [115] Speed [5] Costume (costume [name v])\n    else\n        Smooth Size size: [80] Speed [5] Costume (costume [name v])\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    go [backward v] (1) layers\n    switch costume to (Muisc)\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        if <(Muisc) = [1]> then\n            set [muisc v] to [0]\n        else\n            set [muisc v] to [1]\n        end\n        wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n    end\nend\n\n@Sprite19\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n    switch costume to (hack v)\n    change size by (((round (size)) - (round (size))) / (speed))\n    switch costume to (costume)\nend\n\nwhen flag clicked\nforever\n    switch costume to (Muisc)\nend\n\n@Sprite20\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n    switch costume to (hack v)\n    change size by (((round (size)) - (round (size))) / (speed))\n    switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n    if <touching (mouse-pointer v)?> then\n        Smooth Size size: [105] Speed [5] Costume (costume [name v])\n    else\n        Smooth Size size: [80] Speed [5] Costume (costume [name v])\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    switch costume to (Muisc)\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        stop all sounds\n        start sound [Hall Of Fame v]\n        wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n    end\nend\n\n@Sprite22\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n    switch costume to (hack v)\n    change size by (((round (size)) - (round (size))) / (speed))\n    switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n    if <touching (mouse-pointer v)?> then\n        Smooth Size size: [105] Speed [5] Costume (costume [name v])\n    else\n        Smooth Size size: [80] Speed [5] Costume (costume [name v])\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    switch costume to (Muisc)\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        stop all sounds\n        start sound [Macklemore v]\n        wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n    end\nend\n\n@Sprite23\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n    switch costume to (hack v)\n    change size by (((round (size)) - (round (size))) / (speed))\n    switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n    if <touching (mouse-pointer v)?> then\n        Smooth Size size: [105] Speed [5] Costume (costume [name v])\n    else\n        Smooth Size size: [80] Speed [5] Costume (costume [name v])\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    switch costume to (Muisc)\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        stop all sounds\n        start sound [Faded2 v]\n        wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n    end\nend\n\n@Sprite21\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n    switch costume to (hack v)\n    change size by (((round (size)) - (round (size))) / (speed))\n    switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n    if <touching (mouse-pointer v)?> then\n        Smooth Size size: [105] Speed [5] Costume (costume [name v])\n    else\n        Smooth Size size: [80] Speed [5] Costume (costume [name v])\n    end\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    switch costume to (Muisc)\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        stop all sounds\n        start sound [Avicii - Levels  v]\n        wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n    end\nend\n\n@Sprite24\n\nwhen flag clicked\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        next costume\n        wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n    end\nend\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [1]> then\n    else\n        stop all sounds\n    end\nend\n\n@Sprite25\n\nwhen flag clicked\nrepeat until <(The Level) = [17]>\n    hide\n    set x to (pick random (-280) to (280))\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset y to (200)\nshow\nswitch costume to (costume1 v)\nset [8 v] to (pick random (-5) to (-9))\nset size to (pick random (50) to (90)) %\ngo to [back v] layer\nrepeat until <(y position) < [-270]>\n    change y by (8)\nend\ndelete this clone\n\n