Grasslands - Platformer                         #Games #All

Instructions: After over 1 month of work...@00017017...presents...\n---->    Grasslands - Platformer\n>>> PLEASE ❤️ + ⭐️ + FOLLOW <<<\nSorry for the reshare :(\nCLICK THE FLAG LIKE 10 TIMES BEFORE PLAYING!!!\n--> Controls:\nArrow keys to move\n\n--> Danger:\nLava, spikes, and saws\n\nFacts:\n-Lots of decorations\n-My best platformer yet\n-Platformer has sound affects\n-Has 12 levels to play\n-Has water to be in\n-You can sorta jump in water if touching floor\n-Lots of sprites (15 sprites in total)\n\nNotes from @00017017:\nGuys, please love and fav, I spent over one month making this platformer. Hopefully...you guys like it, because I tried my best to add as many decorations as I could.\nOnce again, a LOVE and FAV would be good, as in it supports me (Maybe a follow? :D). \n\nTHANK YOU FOR 100 FOLLOWERS!!!\n\nN O T E S  +  C R E D I T S \n-------------------------------\n@0014049 for saw art.\n-----------------------------------------------------------------\n@250119code2 for tree art, flower art and water touching code.\n-----------------------------------------------------------------\n@-InfinityCode- for the spikes. (-InfinityCode- got banned but I'll give credit anyways. :D)\n-----------------------------------------------------------------\n@Tacqbros for tutorial.\n-----------------------------------------------------------------\n@introGod for warning sign.\n-----------------------------------------------------------------\n@345969 for bubbles coming out of the ground.\n-----------------------------------------------------------------\n@0014049 for the love, fav and follow at the end of the game (The logos under "Thanks for playing!").\n-----------------------------------------------------------------\n@-Xaf- for the music, Goodbye.\n----------------------------------------------------------------- @QuaXX for the love fav and follow thing.\n-----------------------------------------------------------------\nTags: #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music\n#Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer\n#platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer\n#grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n    play sound [Goodbye v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nReset\ngo to [front v] layer\nforever\n    Player Tick [3] [.7] Console <<key (right arrow v) pressed?> or <key (d v) pressed?>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nend\n\ndefine Reset\ngo to x: (-194) y: (-27)\nset rotation style [left-right v]\nshow\nhide variable [jumping v]\nhide variable [slope v]\nhide variable [x_vel v]\nhide variable [level v]\nset [jumping v] to [0]\nset [slope v] to [0]\nset [x_vel v] to [0.000001]\nset [y_vel v] to [0.00001]\n\ndefine Player Tick (speed) (friction) Console <right> <left> <up>\nset [x_vel v] to (((X_Vel) + ((<right> - <left>) * (speed))) * (friction))\npoint in direction ((([abs v] of (X_Vel) ) / (X_Vel)) * (90))\nchange x by (X_Vel)\nif <touching (levels v)?> then\n    set [slope v] to [0]\n    repeat until <<(Slope) = [10]> or <not <touching (levels v)?>>>\n        change [slope v] by (1)\n        change y by (1)\n    end\n    if <touching (levels v)?> then\n        change y by ((Slope) * (-1))\n        repeat until <not <touching (levels v)?>>\n            change x by ((([abs v] of (X_Vel) ) / (X_Vel)) * (-1))\n        end\n        if <up> then\n            set [y_vel v] to [12]\n            if <(([abs v] of (X_Vel) ) / (X_Vel)) = [1]> then\n                set [x_vel v] to [-24]\n            else\n                set [x_vel v] to [24]\n            end\n        else\n            set [x_vel v] to [0]\n        end\n    end\nend\nif <<up> and <(Jumping) < [3]>> then\n    set [y_vel v] to [10]\nelse\n    change [y_vel v] by (-1)\nend\nchange [jumping v] by (1)\nchange y by (Y_Vel)\nif <touching (levels v)?> then\n    repeat until <not <touching (levels v)?>>\n        change y by ((([abs v] of (Y_Vel) ) / (Y_Vel)) * (-1))\n    end\n    if <(([abs v] of (Y_Vel) ) / (Y_Vel)) = [-1]> then\n        set [jumping v] to [0]\n    end\n    set [y_vel v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <<touching (spikes v)?> or <touching (moving spikes v)?>> then\n        start sound [Crunch v]\n        Reset\n    end\n    if <<touching (saws v)?> or <touching (lava v)?>> then\n        start sound [Oops v]\n        Reset\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (jumpy v)?> then\n        start sound [Big Boing v]\n        set [y_vel v] to [16]\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (water v)?> then\n        set [y_vel v] to [-0.6]\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [y_vel v] to [2]\n        end\n        if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n            set [y_vel v] to [-2]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (end v)?> then\n        broadcast (Transition v)\n        wait (0.8) seconds\n        change [level v] by (1)\n        Reset\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (water v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [jumping v] to [4]\n    end\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\n@Sun\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset size to (100) %\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (100000) layers\n\n@Decorations\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nset rotation style [all around v]\npoint in direction (90)\nforever\n    go to x: (36) y: (28)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\n@Cool stuff\n\nwhen I start as a clone\nset [brightness v] effect to (20)\nset [ghost v] effect to (40)\ngo to [back v] layer\nset [color v] effect to (pick random (-10) to (5))\nset size to (pick random (20) to (60)) %\ngo to x: (pick random (-220) to (220)) y: (-230)\nset [stuffspeed v] to (pick random (5) to (12))\nshow\nrepeat (30)\n    change [ghost v] effect by (2)\n    change [brightness v] effect by (-0.3)\n    change y by (stuffspeed)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n    create clone of (_myself_ v)\n    wait () seconds\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Jumpy\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\n@Moving spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (36) y: (-20)\nforever\n    glide (1) secs to x: (36) y: (28)\n    wait (0.3) seconds\n    glide (0.8) secs to x: (36) y: (-20)\n    wait (0.1) seconds\nend\n\nrepeat (10)\n    change y by (2)\nend\nrepeat (10)\n    change y by (-2)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    switch costume to (Level)\nend\n\n@Love fav and follow thingy\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\ngo to x: (-160) y: (50)\nforever\n    go to [front v] layer\n    wait (pick random (5) to (15)) seconds\n    show\n    repeat (6)\n        change y by (-10)\n    end\n    wait (1) seconds\n    repeat (6)\n        change y by (10)\n    end\n    hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    go to x: (36) y: (28)\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@Transition\n\nwhen flag clicked\nhide\nset [ghost v] effect to (15)\ngo to x: (0) y: (0)\n\nwhen I receive [transition v]\nshow\ngo to [front v] layer\ngo [forward v] (99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) layers\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nhide\n\n@End\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\n\n