Hotel Flood COLLAB (A Mobile Friendly Platformer)||#games #all

Instructions: WANNA BE PART OF A CONTEST? https://scratch.mit.edu/projects/441310828/\n\nFollow @Bigsley since we both made this!!!\nThank you guys! #11 on Trending!                           What the community is loving!! 10/27/20 and 10/28/20 and 10/29/20 and 10/30/20 and 10/31/20 and 11/1/20 and 11/2/20 (Front Page!!)\nDouble click flag for best timing. This is Hard!!\n-Instructions- in game, this is mobile friendly and there are 12 levels. You are trying to escape this hotel that is flooding, don't touch water, puddles or spikes. ALL LEVELS ARE POSSIBLE, but if you get stuck or can't complete a level there is always a skip and reset button!! I see everyone just spams skip without actually playing it, and that's fine you're ruining it for you not me. NO ADVERTISING!!! Propose to be featured: https://scratch.mit.edu/studios/4228481/\nFollow @akiosan and @Bigsley (This is a Collab)\n\n50,000 views in 9 days! :D originally shared Oct 23\nCredit: @Bigsley for art, @akiosan for most code, Ahrix-Nova (Song) Thank you so much!\n@-TIC- for intro template\ncooltext.com for font.\nWorking on Part 2!\n--------------------------------Tags-----------------------------------\n#games #collab #all #music #plaformer #platfromer #gmae #game #oof #ahrix #nova #hotel #flood #Game #Games #Hotel #Flood #Mobile #Platformer #Platformers #Escape #games #collab #all #music #plaformer #platfromer #gmae #game #oof #ahrix #nova #hotel #flood #Platformers #platformers #hotel #popular #trending #Popular #Trending #cool #awesome #bored #fun #awesome #remix #community #loving #is #what #the #what #the #comunity #is #remixing #featured #tredning #popular #YouActuallyReadThis? 

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nhide\n\ngo to [front v] layer\nshow\n\nwhen I receive [intro end animation v]\nforever\n    play sound [Nova-Ahrix v] until done\nend\n\n@Start Menu\n\nwhen this sprite clicked\nhide\nstop [other scripts in sprite v]\nbroadcast (Start v)\n\npoint in direction (90)\nswitch costume to (costume1 v)\n\nshow\n\nwhen I receive [intro end animation v]\nshow\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n    go to [front v] layer\n    repeat (15)\n        turn right (1.5) degrees\n        wait (0.01) seconds\n    end\n    repeat (30)\n        turn left (1.5) degrees\n        wait (0.01) seconds\n    end\n    repeat (15)\n        turn right (1.5) degrees\n        wait (0.01) seconds\n    end\nend\n\n@Player\n\nwhen flag clicked\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Velocity: (velocity) Friction: (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <<<touching (levels v)?> or <touching (locked v)?>> or <touching (secret passages v)?>> then\n    repeat until <not <<<touching (levels v)?> or <touching (locked v)?>> or <touching (secret passages v)?>>>\n        change y by (([abs v] of (Y Velocity) ) / ((Y Velocity) * (-1)))\n    end\n    set [y velocity v] to (<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> * ((velocity) * (-1))) + (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> * (velocity)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <<<touching (levels v)?> or <touching (locked v)?>> or <touching (secret passages v)?>>>>\n    change y by (1)\n    change [slope v] by (-1)\nend\nif <<<touching (levels v)?> or <touching (locked v)?>> or <touching (secret passages v)?>> then\n    change y by (Slope)\n    repeat until <not <<<touching (levels v)?> or <touching (locked v)?>> or <touching (secret passages v)?>>>\n        change x by (([abs v] of (X Velocity) ) / ((X Velocity) * (-1)))\n    end\nend\n\nwhen flag clicked\nforever\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n        switch costume to (costume1 v)\n    end\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n        switch costume to (costume2 v)\n    end\nend\n\nbroadcast (look right v)\n\nwhen I receive [look right v]\n\nwhen flag clicked\nforever\n    if <(y position) > [170]> then\n        broadcast (Next Level v)\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (20)\n    change [ghost v] effect by (11)\n    change size by (-4)\nend\ndelete this clone\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\ngo to x: (-205) y: (-84)\n\nwhen flag clicked\nhide variable [death count: v]\nforever\n    if <<touching (danger v)?> or <touching (water v)?>> then\n        broadcast (death v)\n    end\nend\n\nwhen I receive [death v]\nswitch costume to (death v)\ngo to x: (-205) y: (-84)\n\nswitch costume to (costume1 v)\n\nhide\n\nwhen flag clicked\nforever\n    if <touching (bounce v)?> then\n        set [y velocity v] to [20]\n        broadcast (bouncy v)\n    end\nend\n\nclear graphic effects\n\nshow\n\ngo to x: (-205) y: (-84)\n\nwhen flag clicked\nforever\n    if <[-160] > (y position)> then\n        broadcast (death v)\n    end\nend\n\nwhen I receive [death v]\nset [y velocity v] to [0]\n\nwhen I receive [endanimation v]\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-205) y: (-84)\nset [level v] to [1]\nset [death count: v] to [0]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nforever\n    Platform Gravity: [-1] Jump Height: [15] Velocity: [3.4] Friction: [.7] Slope: [8]\nend\n\nbroadcast (NEWdeath v) and wait\n\nwhen I receive [newdeath v]\n\nchange [death count: v] by (1)\n\nwhen flag clicked\nset [endcheck v] to [0]\nset [time: v] to [0]\nhide variable [time: v]\nrepeat until <(endCHECK) = [1]>\n    wait (0.1) seconds\n    change [time: v] by (0.1)\nend\n\nwhen I receive [endanimation v]\nset [endcheck v] to [1]\n\nwhen I receive [end v]\nshow variable [time: v]\n\n@Water\n\ngo to x: (0) y: (-600)\n\nhide\n\nwhen I receive [death v]\nset [ghost v] effect to (20)\ngo to x: (0) y: (-346)\nstop [other scripts in sprite v]\nhide\nwait (2) seconds\ngo to [front v] layer\nshow\nforever\n    change y by (1.5)\n    wait (.01) seconds\nend\n\ngo to x: (0) y: (-346)\n\nwhen I receive [next level v]\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (0) y: (-346)\nstop [other scripts in sprite v]\nhide\nwait (2) seconds\nshow\nforever\n    change y by (1.5)\n    wait (.01) seconds\nend\n\nset [ghost v] effect to (20)\n\nforever\n    if <(Level) = [12]> then\n    end\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (20)\nhide\ngo to [front v] layer\ngo to x: (0) y: (-346)\nwait (2) seconds\nshow\nforever\n    change y by (1.5)\n    wait (.01) seconds\nend\n\nwhen I receive [endanimation v]\nstop [other scripts in sprite v]\nhide\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen flag clicked\nhide variable [level v]\n\nwhen I receive [endanimation v]\nhide variable [level v]\n\nwhen I receive [start v]\nshow variable [level v]\nforever\n    set [level v] to (costume [number v])\nend\n\n@Words\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nset [ghost v] effect to (70)\ngo to x: (0) y: (30)\nrepeat until <(y position) = [0]>\n    change y by (-1)\n    change [ghost v] effect by (-2)\n    wait (0.015) seconds\nend\n\nwhen I receive [endanimation v]\nhide\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    if <<(y position) < [11]> or <(y position) > [21]>> then\n        go to x: (38) y: (21)\n    end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [bouncy v]\nchange y by (-10)\nwait (.3) seconds\nchange y by (10)\n\nchange y by (10)\n\n@Key\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        hide\n        start sound [Coin v]\n        broadcast (key v)\n    end\nend\n\nwhen I receive [next level v]\nnext costume\nshow\n\nwhen I receive [death v]\nshow\n\n@Locked\n\nwhen I receive [next level v]\nnext costume\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [key v]\nhide\n\nwhen I receive [death v]\nshow\n\n@Secret Passages\n\nwhen I receive [next level v]\nnext costume\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [key v]\nshow\n\nwhen I receive [death v]\nhide\n\n@Skip\n\nwhen flag clicked\nset [skips: v] to [0]\nhide variable [skips: v]\nforever\n    if <(Level) = [12]> then\n        hide\n    end\nend\n\nwhen this sprite clicked\nchange [skips: v] by (1)\nbroadcast (Next Level v) and wait\n\nwhen I receive [start v]\nshow\nforever\n    go to [front v] layer\nend\n\nwhen I receive [end v]\nshow variable [skips: v]\n\nhide variable [skips: v]\n\n@Reset\n\nwhen flag clicked\n\nwhen this sprite clicked\nbroadcast (death v)\n\nwhen I receive [start v]\nshow\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [12]> then\n        hide\n    end\nend\n\n@White Cover\n\nwhen flag clicked\nshow\nforever\n    go to [back v] layer\n    set [ghost v] effect to (40)\nend\n\nset [ghost v] effect to (40)\ngo to [back v] layer\n\nshow\n\nhide\n\n@Animation\n\nwhen flag clicked\ngo to x: (-16) y: (-50)\nswitch costume to (costume1 v)\nhide\ngo to [front v] layer\n\nwhen I receive [endanimation v]\ngo to x: (-16) y: (-50)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (2.5) seconds\nglide (1) secs to x: (-16) y: (62)\nwait (0.5) seconds\nglide (0.5) secs to x: (24) y: (44)\nglide (1) secs to x: (-332) y: (190)\nhide\nbroadcast (END v)\n\nwhen I receive [endanimation v]\nrepeat (450)\n    next costume\nend\n\nwhen flag clicked\nrepeat (10)\n    hide\n    hide\nend\nforever\n    if <(Level) = [12]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (EndAnimation v) and wait\n    end\nend\n\n@The End\n\nwhen I receive [end v]\nshow\nrepeat (35)\n    change y by (-5)\n    change [ghost v] effect by (-1.5)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\ngo to x: (0) y: (175)\n\n@Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nstart sound [\(CROPPED\) Syn Cole - Feel Good \(Radio Edit\) \[NCS\].mp4 v]\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n    create clone of (_myself_ v)\n    if <(sides) = [1]> then\n        set [sides v] to [0]\n        change [value v] by (10)\n        change [i v] by (-.4)\n    else\n        set [sides v] to [1]\n    end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n    create clone of (_myself_ v)\n    change [value v] by (10)\n    wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n    change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n    change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n    go [forward v] (99) layers\n    set [velocity v] to ((velocity) * (.95))\n    set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n    go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n    change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n    turn right (value) degrees\n    change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n    turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n    go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n    change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n    change size by (velocity)\n    change [velocity v] by (-1)\n    change [ghost v] effect by (3.3)\n    go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nwait (1) seconds\nhide\nbroadcast (Intro End Animation v)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clonenumber) = [0]> then\n    Reset\n    show\n    set size to (0) %\n    point in direction (-15)\n    switch costume to (square v)\n    set [velocity v] to [0]\n    set [value v] to [0]\n    repeat (15)\n        change [value v] by (1)\n        turn right (value) degrees\n        change [velocity v] by (1)\n        change size by (velocity)\n    end\n    set [value v] to [8]\n    repeat (30)\n        set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n        turn right (value) degrees\n    end\n    repeat (12)\n        next costume\n    end\n    repeat until <(round (size)) = [2000]>\n        switch costume to (blank v)\n        change size by (((2000) - (size)) / (5))\n        switch costume to (square13 v)\n    end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clonenumber) = [1]> then\n    Reset\n    show\n    switch costume to (blank v)\n    set size to (150) %\n    point in direction (90)\n    switch costume to (square13 v)\n    set [brightness v] effect to (value)\n    go to x: (0) y: (0)\n    set [i v] to (i)\n    if <(sides) = [1]> then\n        repeat until <(round (y position)) = [180]>\n            change y by (((180) - (y position)) / (i))\n            change [ghost v] effect by (5)\n        end\n    else\n        repeat until <(round (y position)) = [-180]>\n            change y by (((-180) - (y position)) / (i))\n            change [ghost v] effect by (5)\n        end\n    end\n    delete this clone\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clonenumber) = [2]> then\n    Reset\n    show\n    switch costume to (blank v)\n    set size to (150) %\n    point in direction (90)\n    set [brightness v] effect to (value)\n    go to x: (240) y: (-180)\n    point in direction (-135)\n    switch costume to (screen v)\n    repeat until <(round (direction)) = [90]>\n        turn right (((90) - (direction)) / (5)) degrees\n    end\n    point in direction (90)\n    wait until <(waiting) = [1]>\n    delete this clone\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clonenumber) = [3]> then\n    Reset\n    show\n    go to [front v] layer\n    switch costume to (screennormal v)\n    set size to (100) %\n    point in direction (90)\n    set [brightness v] effect to (100)\n    go to x: (0) y: (0)\n    repeat (5)\n        change [brightness v] effect by (-20)\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clonenumber) = [4]> then\n    Reset\n    clear graphic effects\n    show\n    go to [front v] layer\n    go [forward v] (999) layers\n    switch costume to (screennormal v)\n    set size to (100) %\n    point in direction (90)\n    set [brightness v] effect to (100)\n    go to x: (0) y: (0)\n    hide\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clonenumber) = [5]> then\n    show\n    clear graphic effects\n    set size to (10) %\n    point in direction (90)\n    switch costume to (sidesquareline v)\n    set [velocity v] to [0]\n    set [value v] to [0]\n    go to [front v] layer\n    repeat until <(round (size)) = [300]>\n        change size by (((300) - (size)) / (15))\n        change [ghost v] effect by (4)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n    Move and Clones\n    wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n    repeat (20)\n        change size by (((0) - (size)) / (5))\n        change [ghost v] effect by (5)\n    end\nelse\n    repeat until <(round (size)) = [100]>\n        change size by (((100) - (size)) / (5))\n        go to [front v] layer\n        switch costume to (blank v)\n        switch costume to (square v)\n    end\n    set [velocity v] to [12]\n    repeat (30)\n        change size by (velocity)\n        change [velocity v] by (-1)\n        change [ghost v] effect by (3.3)\n        turn right (([abs v] of (velocity) ) / (2)) degrees\n    end\n    delete this clone\nend\n\nwhen flag clicked\nrepeat (10)\n    go to [front v] layer\n    wait (0.0001) seconds\nend\n\ngo to [front v] layer\n\n@White back\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [intro end animation v]\nhide\n\n