Jelly 2 -  a Platformer! | #Treding #All #Games #animation #music remix

Instructions: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \nYour friend Red is traped. we need to go there as fast as we can!\nso we need you to help.\nUse the WASD or arrow keys to move + this is mobile friendly!\n=========================================\nI made this because I need to make more platformers and bc I just like the idea of jelly!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDont waste your time here OwO\n

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@player\n\nwhen flag clicked\npoint in direction (90)\nsetup\nswitch costume to (belly v)\ngo to x: (-150) y: (-30)\nforever\n    change [speed y v] by (-1)\n    set [speed x v] to ((speed x) * (0.8))\n    set size to (size) %\n    Jumping [12]\n    speed x change [1.4]\n    if <<touching color (#ff0000)?> and <touching (jello ground v)?>> then\n        go to x: (-150) y: (y position)\n    end\n    move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n    next level\n    if <touching (tranpoline v)?> then\n        set [speed y v] to [18]\n    end\nend\n\ndefine setup\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [size v] to [105]\n\ndefine Jumping (jump power)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n    if <(falling) < [3]> then\n        set [speed y v] to (jump power)\n    end\nend\n\ndefine speed x change (x amount)\nset rotation style [left-right v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n    change [speed x v] by (x amount)\n    point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    change [speed x v] by ((0) - (x amount))\n    point in direction (-90)\nend\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 ((speed x) / (steps))\n    if <touching (jello ground v)?> then\n        set x to (last value)\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    if <touching (jello ground v)?> 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\nwhen flag clicked\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (110) %\nrepeat (7)\n    change size by (-10)\n    change [ghost v] effect by (14)\nend\ndelete this clone\n\ndefine next level\nif <[241] < (x position)> then\n    broadcast (next level v)\n    go to x: (-150) y: (y position)\nend\n\nwhen I receive [game over dude! v]\ngo to x: (-150) y: (-20)\n\n@jello ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n\n@thumnail\n\nwhen flag clicked\nshow\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nrepeat (10)\n    set [ghost v] effect to (100)\nend\n\n@player2\n\nwhen flag clicked\nforever\n    go to (player v)\n    if <touching color (#ff0000)?> then\n        broadcast (game over dude! v)\n    end\n    if <(y position) < [-175]> then\n        broadcast (game over dude! v)\n    end\nend\n\n