Grimace Platformer || #all #games #art

Instructions: GAME OUT! Jungle Platformer has finally been released. This game took a lot of time and effort so can you smash that love button? Follow Kittygirl--708\nvery much appreciated :D \n-------------------------------------------------------------------------\nP.S: All levels are possible\n\nThank you so much guys! I fell sick some time ago and after recovering I log on and find THIS! Its CrAzY!!!\n\n\n.......................................................................................\nINSTRUCTIONS\n\nArrow keys or WASD Keys to move.\n.......................................................................................\nDO NOT ADVERTISE ON THIS PROJECT\n\nPlease do not show hate on this project, a lot of time was spent\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\nYou still here?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nGonna Leave?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWell you might as well follow me now that your here (～￣▽￣)～\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\nUhh...hello again?\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 "I've finally touched grass"\n\n :D

@Stage\n\nwhen flag clicked\nforever\n    change [whirl v] effect by (0)\n    change [color v] effect by (0)\nend\n\nwhen flag clicked\nforever\n    play sound [Shooting_Stars_\(getmp3 v] until done\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    set y to ((5) * ([sin v] of ((timer) * (360)) ))\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@thumbnail2\n\nwhen flag clicked\nforever\n    reset timer\nend\n\nwhen flag clicked\nforever\n    if <(timer) > [0.1]> then\n        show\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen flag clicked\nwait () seconds\nforever\n    show\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    go to x: (0) y: (-1)\nend\n\n@Player\n\nwhen flag clicked\nset size to (48) %\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [checkpoint v] to [1]\nReset and begin level\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((Player: speed x) / (steps))\n    Check Touching Solid\n    if <(Touching) > [0]> then\n        set x to (last value)\n        set [player: speed x v] to [0]\n    end\n    set [last value v] to (y position)\n    change y by ((Speed y) / (steps))\n    Check Touching Solid\n    if <(Touching) > [0]> then\n        set y to (last value)\n        if <(Speed y) < [0]> then\n            set [falling v] to [0]\n        end\n        set [speed y v] to [0]\n    end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\nwhen I receive [tick player v]\nMoved by moving platform\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (Player: speed x) ) + ([abs v] of (Speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    if <(Falling) < [3]> then\n        set [speed y v] to (JUMP FORCE)\n    end\nend\nchange [speed y v] by (Gravity)\n\ndefine Controls - Left and Right\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n    if <([abs v] of (Player: speed x) ) < [1]> then\n        set [frame v] to [0]\n        set [player: speed x v] to [0]\n    else\n        change [frame v] by (0.25)\n    end\nelse\n    change [player: speed x v] by ((KEY X) * (ACCELERATION))\n    point in direction ((KEY X) * (90))\n    change [frame v] by (.5)\nend\nset [player: speed x v] to ((Player: speed x) * (RESISTANCE))\n\ndefine Reset and begin level\nset [speed y v] to [0]\nset [scene # v] to (CHECKPOINT)\ngo to x: (-170) y: (55)\npoint in direction (90)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n    broadcast (Tick First v)\n    broadcast (Tick player v)\n    broadcast (Tick - Last v)\n    set [player x v] to (x position)\n    set [player y v] to (y position)\n    set [player direction v] to (direction)\nend\n\nwhen I receive [tick - last v]\nset size to ((50) + ((5) * ([sin v] of ((timer) * (360)) ))) %\nif <(x position) > [235]> then\n    Begin Scene # ((SCENE #) + (1)) Go to x: [-235]\n    change [checkpoint v] by (1)\nend\nif <(x position) < [-235]> then\n    Begin Scene # ((SCENE #) + (-1)) Go to x: [235]\n    change [checkpoint v] by (-1)\nend\nif <touching (danger v)?> then\n    broadcast (Lose Life v)\nend\nif <touching (ghost v)?> then\n    broadcast (Lose Life v)\nend\nif <touching (jump boost v)?> then\n    change [speed y v] by (25)\nend\nif <touching (speed boost v)?> then\n    change [player: speed x v] by (1.5)\nend\nif <(y position) < [-160]> then\n    broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (big hitbox v)\nset rotation style [don't rotate v]\nFix collision in direction [0]\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix collision in direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n    Check Touching Solid\n    if <(Touching) < [1]> then\n        point in direction (temp)\n        stop [this script v]\n    end\n    move (distance) steps\n    change [distance v] by (1)\nend\n\nwhen I receive [tick first v]\nset size to (50) %\nswitch costume to (big hitbox v)\nset rotation style [don't rotate v]\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Falling) > [1]> then\n    if <(Speed y) > [0]> then\n        switch costume to (pico-jump v)\n    else\n        switch costume to (pico fall v)\n    end\n    stop [this script v]\nend\nif <(frame) > [0]> then\n    switch costume to ((1) + ([floor v] of ((frame) mod (4)) ))\nelse\n    switch costume to (pico-stand v)\nend\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n    switch costume to (pico-death v)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nReset and begin level\n\ndefine Moved by moving platform\nCheck Touching Solid\nif <(Touching) > [0]> then\n    Fix collision in direction [0]\nend\n\n