Cuber's journey | Part 5 | The sky | A platformer with cutscenes || Joshisaurio Games || #All #Games
@Stage\n\nwhen I receive [end v]\nswitch backdrop to (clear sky v)\nforever\n    switch backdrop to (Level)\n    if <(Level) = [17]> then\n        broadcast (Guard level v)\n        wait until <not <(Level) = [17]>>\n    end\nend\n\nwhen flag clicked\nset volume to (100) %\nwait (9) seconds\nforever\n    play sound [The Fat Rat Vexento v] until done\nend\n\nwhen flag clicked\nforever\n    if <not <(Level) = [20]>> then\n        set [time v] to (join [Your time: ] (Your time))\n    end\nend\n\nif <(Level) = [1]> then\nif <<<<(Level) = [2]> or <(Level) = [3]>> or <<(Level) = [4]> or <(Level) = [5]>>> or <(Level) = [9]>> then\n    switch backdrop to (clear sky v)\nend\nif <(Level) = [6]> then\n    switch backdrop to (cave shadow v)\nend\nif <<(Level) > [6]> and <(Level) < [16]>> then\n    switch backdrop to (the cave v)\nend\nif <(Level) = [16]> then\n    switch backdrop to (weird glow of the epic sword v)\nend\nif <(Level) = [17]> then\n    switch backdrop to (epic sword  v)\nend\nif <(Level) = [18]> then\n    switch backdrop to (exit v)\nend\nif <(Level) = [19]> then\n    switch backdrop to (clear sky v)\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nswitch backdrop to (thumbnail v)\nwait (6) seconds\nswitch backdrop to (clear sky v)\n\nrepeat (20)\n    change [brightness v] effect by (-5)\nend\n\nstop all sounds\n\nplay sound [TheFatRat - Unity \(Instrumental\) v] until done\nstop all sounds\n\nnext backdrop\n\nrepeat (25)\n    change [brightness v] effect by (-4)\nend\n\nrepeat (3)\n\nrepeat (25)\n    change [brightness v] effect by (4)\nend\n\n\n\n@Blank\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [back a level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\nforever\n    set [level v] to (costume [number v])\n    go to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [to be continued... v]\nhide\n\n@Spikes and Other\n\nwhen I receive [end v]\nshow\nforever\n    switch costume to (Level)\n    go to x: (0) y: (0)\n    go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Lava and Other\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nforever\n    show\n    switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nset x to (0)\nforever\n    repeat (20)\n        change y by (0.2)\n    end\n    repeat (20)\n        change y by (-0.2)\n    end\n    set y to (0)\nend\n\n@Cloud Effects\n\nwhen I receive [end v]\nforever\n    hide\n    if <(Level) < [4]> then\n        hide\n        create clone of (_myself_ v)\n        wait (2) seconds\n    end\nend\n\nwhen I start as a clone\nshow\nif <(Level) > [3]> then\n    delete this clone\nend\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (50) to (90))\nset size to (pick random (90) to (110)) %\nset y to (pick random (70) to (150))\nset [cloud speed v] to (pick random (0.3) to (1))\nset x to (-250)\nrepeat until <(x position) > [250]>\n    go to [back v] layer\n    move (Cloud Speed) steps\n    if <(Level) > [3]> then\n        delete this clone\n    end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Cubie\n\n@The evil cube\n\nwhen flag clicked\nhide\n\n@Futurer\n\n@Thumbnail\n\nwhen [timer v] > (Your time)\ngo to x: (0) y: (0)\nshow\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide\nset [your time v] to [0.01]\nforever\n    set [your time v] to (timer)\nend\n\n@Texer\n\nwhen I receive [bossfight v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [hide texer v]\nhide\n\n@Giant cloud\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nforever\n    wait until <(Level) = [1]>\n    wait until <(Level) = [8]>\n    show\n    go to x: (579) y: (0)\n    glide (10) secs to x: (-579) y: (0)\n    hide\nend\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Clody\n\nwhen flag clicked\nhide\n\nwhen I receive [clody v]\nshow\ngo to x: (-40) y: (-33)\nsay []\nWait until space key pressed\nsay [Who's there?]\nWait until space key pressed\nWait until space key pressed\nsay [No, first tell me how you came here...]\nWait until space key pressed\nWait until space key pressed\nsay [Urgg, that little "Brave" Cube, he should have fled when the Evil Cube came...]\nWait until space key pressed\nWait until space key pressed\nsay [Ok, so, well, I guess he told you, but the Evil Cube came to our village, and of course, we all got scared, we didn't know what he wanted.]\nWait until space key pressed\nsay [So, we fled. We had no idea why he attacked our village, he said he needed a Gem, that he wanted to rule the entire world.]\nWait until space key pressed\nsay [We had no idea of what gem was he talking about, until one of the villagers took out a bright gem-Futurer.]\nWait until space key pressed\nsay [We took the gem from him, we knew it would probably had a big prize, and we could sell it, maybe that was what the Evil Cube wanted it for, but we were wrong. ]\nWait until space key pressed\nsay [We said we were going to the clouds, we told him to come with us, but he was the only cube who stayed. ]\nWait until space key pressed\nsay [And probably he told you to go fetch it to save himself. Did he?]\nWait until space key pressed\nWait until space key pressed\nsay [Ok... I guess I have no alternative... I am Clody, and I lived on the same village where Futurer lived. And this is the Cloud village.]\nWait until space key pressed\nWait until space key pressed\nsay [WHAT?!]\nWait until space key pressed\nWait until space key pressed\nsay [Hmm... I think you're lying, but you look convinced... Ok, go there --> and you will find a castle. The gem is inside. Get it, but return the real one as soon as you can.]\nWait until space key pressed\nglide (1) secs to x: (58) y: (-35)\nhide\nset [move v] to [1]\n\ndefine Wait until space key pressed\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nsay []\n\nbroadcast (Clody v)\n\n@The GEM\n\nwhen flag clicked\nhide\n\nwhen I receive [attack! v]\nswitch costume to (costume1 v)\nset [gem? v] to [0]\nshow\ncreate clone of (_myself_ v)\nwait until <touching (cuber v)?>\nset [gem? v] to [1]\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nwait until <(Gem?) = [1]>\ndelete this clone\n\n@ATTACK! Cutscene\n\n@Guard in cutscene\n\nwhen flag clicked\nhide\n\nwhen I receive [attack! v]\nset rotation style [left-right v]\nshow\ngo to x: (220) y: (-97)\npoint in direction (90)\nWait until space key pressed\nsay [Hey! WHAT DO YOU THINK YOU'RE DOING?! Wait, what was that "cling"?]\nWait until space key pressed\nWait until space key pressed\nsay [This is a trap right? Whatever. You have THREE seconds to back up. 1, 2, and... ]\nWait until space key pressed\nsay [*Coughs*]\nWait until space key pressed\nsay [ Ugh... it must've been that nut-pie I ate earlier...]\nWait until space key pressed\nsay [ I should have obeyed that guard who told me not to eat it since I was allergic to nuts... ]\nWait until space key pressed\nsay [WHY?! WHY DID I HAVE TO BE ALLERGIC TO NUTS?! WHY? And I completely forgot about- THE CUBES! Right, back to guard mode.]\nWait until space key pressed\nsay [*Coughs countinously*]\nwait until <(Gem?) = [1]>\nsay [WAIT WHAT?! COME BACK HERE! ALL GUARDS, GO TO ZONE B-3, THEY ARE HEADING TO C-5!]\nbroadcast (Alarms v)\nwait until <not <(Level) = [16]>>\nhide\n\ndefine Wait until space key pressed\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nsay []\n\npoint in direction (-90)\n\n@"Cling"\n\nwhen I receive [attack! v]\nhide\nWait until space key pressed\nshow\nWait until space key pressed\nhide\nWait until space key pressed\nshow\nWait until space key pressed\nhide\nWait until space key pressed\nWait until space key pressed\nshow\nWait until space key pressed\nhide\n\ndefine Wait until space key pressed\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nsay []\n\nwhen flag clicked\nhide\n\n@Door\n\n@Red alarms\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [alarms v]\nforever\n    repeat (25)\n        change [ghost v] effect by (-4)\n    end\n    repeat (25)\n        change [ghost v] effect by (4)\n    end\nend\n\nwhen backdrop switches to [clear sky20 v]\nstop [other scripts in sprite v]\nhide\n\n@Intro\n\ndefine Smooth Glide (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<<<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> and <(round (size)) = (round (size))>> and <(round (direction)) = (round (direction))>>\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    change size by (((size) - (size)) / (speed))\n    turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nreset timer\ngo to x: (0) y: (0)\nhide\npoint in direction (90)\nswitch costume to (size hack v)\nset size to (100) %\nstart sound [Raven & Kreyn - Muffin v]\nClone [Egg2]\nClone [Egg1]\nrepeat (20)\n    Clone [Particles]\nend\nrepeat (20)\n    Clone [Particles2]\nend\nClone [Dots]\nClone [Dots2]\nClone [Text]\nClone [End2]\nClone [End]\nwait (8) seconds\nbroadcast (end v)\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\ndefine Keyframe (timer)\nwait until <(timer) > (timer)>\n\nwhen flag clicked\nKeyframe [1]\nset [brightness v] to [0]\nrepeat (50)\n    Clone [Box]\n    change [brightness v] by (-2)\nend\nClone [Bars]\nClone [Text2]\nKeyframe [7.3]\nrepeat until <(timer) > [10]>\n    Clone [Chevs]\n    wait (.3) seconds\n    Clone [Chevs2]\n    wait (.3) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Box]> then\n    show\n    set [brightness v] effect to (brightness)\n    switch costume to (start box v)\n    set size to (0) %\n    Smooth Glide [] y [] size [100] direction [90] speed [5]\n    Keyframe [6]\n    repeat (5)\n        change [brightness v] effect by (20)\n    end\n    Keyframe [7.3]\n    set [brightness v] effect to (-100)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Egg1]> then\n    Keyframe [4]\n    go to [front v] layer\n    show\n    switch costume to (egg v)\n    set size to (0) %\n    Smooth Glide [] y [] size [100] direction [90] speed [5]\n    Keyframe [6]\n    Smooth Glide [] y [] size [10] direction [90] speed [3]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Egg2]> then\n    Keyframe [4.5]\n    show\n    go to [front v] layer\n    go [backward v] (1) layers\n    switch costume to (egg v)\n    set [ghost v] effect to (50)\n    set size to (0) %\n    Smooth Glide [] y [] size [300] direction [90] speed [5]\n    Keyframe [6]\n    Smooth Glide [] y [] size [10] direction [90] speed [3]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n    Keyframe [4]\n    go to [front v] layer\n    go [backward v] (2) layers\n    switch costume to (particles v)\n    show\n    set size to (0) %\n    Smooth Glide (pick random (-200) to (200)) y (pick random (-200) to (200)) size [100] direction (pick random (-90) to (90)) speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n    Keyframe [4.4]\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles2]> then\n    Keyframe [4.5]\n    go to [front v] layer\n    go [backward v] (2) layers\n    switch costume to (particles v)\n    show\n    set size to (0) %\n    Smooth Glide (pick random (-200) to (200)) y (pick random (-200) to (200)) size [100] direction (pick random (-90) to (90)) speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles2]> then\n    Keyframe [6]\n    Smooth Glide [] y [] size [10] direction [90] speed [3]\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n    Keyframe [6]\n    show\n    switch costume to (size hack v)\n    set size to (30000) %\n    switch costume to (text v)\n    go to [front v] layer\n    Smooth Glide [] y [] size [100] direction [90] speed [5]\n    Keyframe [7]\n    Smooth Glide [] y [] size [100] direction [-90] speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles2]> then\n    Keyframe [6.2]\n    hide\n    delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Egg]?> then\n    Keyframe [6.2]\n    hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Dots]> then\n    Keyframe [6]\n    show\n    go to [front v] layer\n    switch costume to (dots v)\n    go to x: (-200) y: (-200)\n    Smooth Glide [] y [] size [100] direction [90] speed [5]\n    Keyframe [7]\n    Smooth Glide [] y [] size [100] direction [-90] speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Dots2]> then\n    Keyframe [6]\n    show\n    go to [front v] layer\n    switch costume to (dots2 v)\n    go to x: (200) y: (200)\n    Smooth Glide [] y [] size [100] direction [90] speed [5]\n    Keyframe [7]\n    Smooth Glide [] y [] size [100] direction [-90] speed [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Dots2]> then\n    Keyframe [7.3]\n    hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Dots]> then\n    Keyframe [7.3]\n    hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n    Keyframe [7.3]\n    hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text2]> then\n    Keyframe [7.3]\n    switch costume to (text v)\n    show\n    point in direction (-90)\n    Smooth Glide [] y [] size [100] direction [90] speed [3]\n    point in direction (45)\n    set size to (150) %\n    Smooth Glide [] y [] size [100] direction [90] speed [4]\n    point in direction (45)\n    set size to (150) %\n    Smooth Glide [] y [] size [100] direction [90] speed [4]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Bars]> then\n    Keyframe [7.3]\n    switch costume to (bars v)\n    show\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevs]> then\n    show\n    go [backward v] (2) layers\n    forever\n        switch costume to (size hack v)\n        change size by ((size) / (10))\n        switch costume to (chevs v)\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevs2]> then\n    show\n    set [brightness v] effect to (100)\n    go [backward v] (2) layers\n    forever\n        switch costume to (size hack v)\n        change size by ((size) / (10))\n        switch costume to (chevs v)\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [End]> then\n    Keyframe [8.5]\n    switch costume to (end v)\n    show\n    go to x: (-300) y: (300)\n    go to [front v] layer\n    glide (.5) secs to x: (0) y: (0)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [End2]> then\n    Keyframe [8.4]\n    switch costume to (end v)\n    show\n    go to x: (-300) y: (300)\n    go to [front v] layer\n    set [brightness v] effect to (100)\n    glide (.5) secs to x: (0) y: (0)\nend\n\nwhen I start as a clone\nif <not <(Clone ID) = [End]>> then\n    Keyframe [9]\n    delete this clone\nend\n\n@Cuber\n\ndefine Looks\nif <key (any v) pressed?> then\n    if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            point in direction (90)\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            point in direction (-90)\n        end\n    else\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            point in direction (90)\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            point in direction (-90)\n        end\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    end\nend\nset size to (10) %\n\ndefine Dead?\nif <key (r v) pressed?> then\n    Restart\nend\nif <key (b v) pressed?> then\n    broadcast (Back a Level v)\n    Restart\n    wait (0.1) seconds\nend\nif <key (n v) pressed?> then\n    broadcast (Next Level v)\n    Restart\n    wait (0.1) seconds\nend\nif <(x position) > [235]> then\n    broadcast (Next Level v)\n    Restart\nend\nif <(y position) < [-160]> then\n    Dead Looks [1]\nend\nif <touching (spikes and other v)?> then\n    Dead Looks [2]\nend\nif <touching (lava and other v)?> then\n    Dead Looks [3]\nend\nif <touching (the evil cube v)?> then\n    Dead Looks [3]\nend\nif <touching (guards v)?> then\n    Dead Looks [3]\nend\n\nif <(Level) = [19]> then\n    if <(Boss defeated) = [1]> then\n        broadcast (Next Level v)\n        Restart\n    end\nend\n\ndefine Restart\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-215) y: (0)\nclear graphic effects\n\ndefine Dead Looks (type)\nbroadcast (OOF v)\nif <(type) = [1]> then\n    set [brightness v] effect to (75)\nend\nif <<(type) = [2]> or <(type) = [4]>> then\n    repeat (20)\n        change y by (2.5)\n        change [ghost v] effect by (5)\n        set [yv v] to [0]\n    end\nend\nif <(type) = [3]> then\n    repeat (20)\n        change y by (-0.5)\n        change [ghost v] effect by (5)\n        set [yv v] to [0]\n    end\nend\nRestart\n\nwhen I receive [end v]\nwait (0.5) seconds\nshow\nRestart\nset rotation style [left-right v]\nforever\n    if <(Move) = [1]> then\n        go to [front v] layer\n        change [yv v] by (-1)\n        if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n            change [xv v] by (1)\n        end\n        if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n            change [xv v] by (-1)\n        end\n        set [xv v] to ((Xv) * (0.9))\n        change x by (Xv)\n        if <<touching (ground v)?> or <touching (bridge v)?>> then\n            change y by (1)\n            if <<touching (ground v)?> or <touching (bridge v)?>> then\n                change y by (1)\n                if <<touching (ground v)?> or <touching (bridge v)?>> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <touching (bridge v)?>> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <touching (bridge v)?>> then\n                            change y by (-4)\n                            change x by ((Xv) * (-1))\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                set [yv v] to [15]\n                                if <([abs v] of (Xv) ) = (Xv)> then\n                                    set [xv v] to [-10]\n                                else\n                                    set [xv v] to [10]\n                                end\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change y by (Yv)\n        if <<touching (ground v)?> or <touching (bridge v)?>> then\n            change y by ((Yv) - ((Yv) * (2)))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <<<touching (ground v)?> or <touching (bridge v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            set [yv v] to [15]\n        end\n        change y by (1)\n        Looks\n        Dead?\n        if <touching (bridge v)?> then\n            change x by ([xv v] of [bridge v])\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (cuber v)\nforever\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (cuber v)\nset [bb v] to [0]\nset [move v] to [1]\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (2) layers\nclear graphic effects\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [end v]\nswitch costume to (cuber/cubie v)\n\ndefine Say (say cuber)\nset [letter cuber v] to [1]\nset [say cuber v] to []\nrepeat (length of (say cuber))\n    if <(letter (Letter cuber) of (say cuber)) = [,]> then\n        set [say cuber v] to (join (Say cuber) (letter (Letter cuber) of (say cuber)))\n        say (Say cuber)\n        change [say cuber v] by (1)\n        wait (0.2) seconds\n    else\n        if <(letter (Letter cuber) of (say cuber)) = [.]> then\n            set [say cubie v] to (join (Say cuber) (letter (Letter cuber) of (say cuber)))\n            say (Say Cubie)\n            change [letter cuber v] by (1)\n            wait (0.5) seconds\n        else\n            if <(letter (Letter cuber) of (say cuber)) = [?]> then\n                set [say cubie v] to (join (Say Cubie) (letter (Letter cuber) of (say cuber)))\n                say (Say Cubie)\n                change [letter cuber v] by (1)\n                wait (0.5) seconds\n            else\n                if <(letter (Letter cubie) of (say cuber)) = [!]> then\n                    set [say cubie v] to (join (Say Cubie) (letter (Letter cubie) of (say cuber)))\n                    say (Say Cubie)\n                    change [letter cubie v] by (1)\n                    wait (0.5) seconds\n                else\n                    if <(letter (Letter cubie) of (say cuber)) = [:]> then\n                        set [say cubie v] to (join (Say Cubie) (letter (Letter cubie) of (say cuber)))\n                        say (Say Cubie)\n                        change [letter cubie v] by (1)\n                        wait (0.5) seconds\n                    else\n                        if <(letter (Letter cubie) of (say cuber)) = [;]> then\n                            set [say cubie v] to (join (Say Cubie) (letter (Letter cubie) of (say cuber)))\n                            say (Say Cubie)\n                            change [letter cubie v] by (1)\n                            wait (0.5) seconds\n                        else\n                            set [say cubie v] to (join (Say Cubie) (letter (Letter cubie) of (say cuber)))\n                            say (Say Cubie)\n                            change [letter cubie v] by (1)\n                            wait (0.05) seconds\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nwait (1) seconds\n\nsay []\nsay [Yes! The Gem! It's here! WAIT A GUARD?! CLODY MUST HAVE TOLD THEM WE WERE GOING TO GET HERE! RUN!]\n\nwhen I receive [bossfight v]\nswitch costume to (cuber v)\nglide (1) secs to x: (-170) y: (-24)\n\nwhen I receive [clody v]\nsay [Hi! \(Press space\)]\nWait until space key pressed\nWait until space key pressed\nsay [It's Cuber and Cubie, of course! Where are we?  ]\nWait until space key pressed\nWait until space key pressed\nsay [We are after the Evil Cube, and we met a cube on the way, he was called Futurer, he said that we had to find the Epic Sword and the Gem to destroy the Evil cube, we've already got the Sword, and Futurer told us to look in the clouds, so we came here.]\nWait until space key pressed\nWait until space key pressed\nsay [What do you mean? Tell us!]\nWait until space key pressed\nWait until space key pressed\nWait until space key pressed\nWait until space key pressed\nWait until space key pressed\nWait until space key pressed\nWait until space key pressed\nsay [First tell us where are we and your name! We don't know if it's the Evil Cube disguised as someone else...]\nWait until space key pressed\nWait until space key pressed\nsay [No, he said that joining the Epic Sword and the Gem would be able to defeat him, and we think he wants them to stop us from defeating him. So... Could you help us?]\nWait until space key pressed\nWait until space key pressed\nsay [We just want to see it. Because Futurer told us the one you had was a FAKE. Maybe we can take it and return the real one when we find it?]\nWait until space key pressed\nWait until space key pressed\nsay [Bye]\n\ndefine Wait until space key pressed\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nsay []\n\nbroadcast (Clody v)\n\nwhen I receive [clody v]\nwait (1) seconds\nset [move v] to [0]\n\nwhen flag clicked\nforever\n    set [cuber x position v] to (x position)\nend\n\nwhen flag clicked\nforever\n    set [cuber y v] to (y position)\nend\n\nwait (2) seconds\n\nWait until space key pressed\n\nwhen I receive [end v]\nforever\n    wait until <(Level) = [1]>\n    show\n    say [PLAY PART 1, 2, 3, AND 4 FIRST BECAUSE THIS HAS A STORY, OR READ THE STORY ON THE DESCRIPTION. Yes! We got the sword! But we still need the Gem! So, next stop, the sky!!! But we need to hurry up before the Evil Cube gets the Gem, because if he does, we're doomed!]\n    wait until <not <(Level) = [1]>>\n    say []\n    wait until <(Level) = [2]>\n    show\n    say [Hmm... It's weird to be without Texer... He would probably be saying: "A mountain!"]\n    wait until <not <(Level) = [2]>>\n    say []\n    wait until <(Level) = [3]>\n    show\n    say [This mountain is really high! It probably leads to the clouds!]\n    wait until <not <(Level) = [3]>>\n    say []\n    wait until <(Level) = [4]>\n    show\n    say [Yes! It does! Let's hop on the clouds!]\n    wait until <not <(Level) = [4]>>\n    say []\n    wait until <(Level) = [5]>\n    show\n    say [There must be a something over here... Like,  some castle, or something. It must have something that, like, makes the presence of the Gem easier to notice, like the bridge the or the table the Epic sword was resting on,  or the glow of the Sword]\n    wait until <not <(Level) = [5]>>\n    say []\n    wait until <(Level) = [6]>\n    show\n    say [Maybe like a castle!]\n    wait until <not <(Level) = [6]>>\n    say []\n    wait until <(Level) = [7]>\n    show\n    say [Wait, I think I see something white and big ahead! It must be the Gem!]\n    wait until <not <(Level) = [7]>>\n    say []\n    wait until <(Level) = [8]>\n    show\n    say [What's that?! Oh wait, it's a giant cloud!]\n    wait until <not <(Level) = [8]>>\n    say []\n    wait until <(Level) = [9]>\n    show\n    say [Jump, jump, jump!]\n    wait until <not <(Level) = [9]>>\n    say []\n    wait until <(Level) = [10]>\n    show\n    say [Wait, that's a giant cloud?! And I think it has a fountain and castle and everything! The Gem must be there!]\n    wait until <not <(Level) = [10]>>\n    say []\n    wait until <(Level) = [11]>\n    show\n    say [Wow even here there are spikes... Wait... They shouldn't be here, right? I mean, someone must have placed them there, because, natural spikes in CLOUDS? It's weird. I just hope it wasn't the Evil Cube]\n    wait until <not <(Level) = [11]>>\n    say []\n    wait until <(Level) = [12]>\n    show\n    say [I see someone over there! Maybe they know what happened]\n    wait until <not <(Level) = [12]>>\n    say []\n    wait until <(Level) = [13]>\n    broadcast (Clody v) and wait\n    wait until <not <(Level) = [13]>>\n    say []\n    wait until <(Level) = [14]>\n    say [Hmm... He didn't look too friendly... And it will probably be little time until they find out the Gem is missing. I mean it was a good lie, of course it was the real one, but he'll soon notice. So let's run! ]\n    wait until <not <(Level) = [14]>>\n    say []\n    wait until <(Level) = [15]>\n    say [The castle! Although it's way smaller than it looked from far away... And waaaaay smaller than the Evil Cube's!]\n    wait until <not <(Level) = [15]>>\n    wait until <(Level) = [16]>\n    broadcast (ATTACK! v)\n    wait until <not <(Level) = [16]>>\n    wait until <(Level) = [17]>\n    say [Press space to shoot a laser at the guards!]\n    wait until <not <(Level) = [17]>>\n    wait until <(Level) = [18]>\n    say [Quick! We're almost there!]\n    wait until <not <(Level) = [18]>>\n    wait until <(Level) = [19]>\n    say [Go out!]\n    wait until <not <(Level) = [19]>>\n    wait until <(Level) = [20]>\n    say [Run! Run!]\n    wait until <not <(Level) = [20]>>\n    wait until <(Level) = [21]>\n    say [Jump to the cloud!]\n    wait until <[-130] > (y position)>\n    stop [other scripts in sprite v]\n    hide\n    broadcast (Fall… v)\n    stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n    if <key (space v) pressed?> then\n        if <(Level) > [16]> then\n            create clone of (laser v)\n        end\n        wait (0.5) seconds\n    end\nend\n\nwhen I receive [attack! v]\nset [move v] to [0]\ngo to x: (-222) y: (-104)\nsay [WHAT?! There are guards here! IT MUST'VE BEEN CLODY! THAT TRAITOR! Ugh. And we don't even have a gun!]\nWait until space key pressed\nsay []\nWait until space key pressed\nsay [Huh? Seriously? "Cling"? You're trying to distract us, right? Cubie, I think we should back up-¿Huh? That "cling" again?!]\nWait until space key pressed\nWait until space key pressed\nsay [Cubie, seriously, I think we should REALLY back up, I mean what if he calls more guards?]\nWait until space key pressed\nsay [Ha ha ha ha!]\nWait until space key pressed\nsay [Seriously? I think he'll be distracted for a few minutes. Let's check what caused that "Cling" and almost made me trip- THE LASER GUN!]\nWait until space key pressed\nsay [It was in my pocket all this time! And I never found it! We're saved!]\nWait until space key pressed\nsay [Let's just try to creep towards the gem while the guard is al gone "Nuts" because he's even allergic to nuts...]\nset [move v] to [1]\nwait until <(Gem?) = [1]>\nsay [Got it! RUN!]\n\n@Guards\n\ndefine Looks\nif <key (any v) pressed?> then\n    if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        if <(x position) < ([x position v] of [cuber v])> then\n            point in direction (90)\n        end\n        if <([x position v] of [cuber v]) < (x position)> then\n            point in direction (-90)\n        end\n    else\n        if <(x position) < ([x position v] of [cuber v])> then\n            point in direction (90)\n        end\n        if <([x position v] of [cuber v]) < (x position)> then\n            point in direction (-90)\n        end\n    end\nend\nset size to (10) %\n\ndefine Dead?\nif <(y position) < [-160]> then\n    Dead Looks [1]\nend\nif <touching (spikes and other v)?> then\n    Dead Looks [2]\nend\nif <touching (lava and other v)?> then\n    Dead Looks [3]\nend\nif <touching (laser v)?> then\n    Dead Looks [3]\nend\n\ndefine Restart\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (190) y: (0)\nclear graphic effects\n\ndefine Dead Looks (type)\nif <(type) = [1]> then\n    set [brightness v] effect to (75)\nend\nif <<(type) = [2]> or <(type) = [4]>> then\n    repeat (20)\n        change y by (2.5)\n        change [ghost v] effect by (5)\n        set [yv v] to [0]\n    end\nend\nif <(type) = [3]> then\n    repeat (20)\n        change y by (-0.5)\n        change [ghost v] effect by (5)\n        set [yv v] to [0]\n    end\nend\nRestart\n\nwhen I receive [guard level v]\nwait (0.5) seconds\nshow\nRestart\nset rotation style [left-right v]\nforever\n    if <(Move) = [1]> then\n        go to [front v] layer\n        change [yv v] by (-1)\n        if <(x position) < ([x position v] of [cuber v])> then\n            change [xv v] by (1)\n        end\n        if <([x position v] of [cuber v]) < (x position)> then\n            change [xv v] by (-1)\n        end\n        set [xv v] to ((Xv) * (0.9))\n        change x by (Xv)\n        if <<touching (ground v)?> or <touching (bridge v)?>> then\n            change y by (1)\n            if <<touching (ground v)?> or <touching (bridge v)?>> then\n                change y by (1)\n                if <<touching (ground v)?> or <touching (bridge v)?>> then\n                    change y by (1)\n                    if <<touching (ground v)?> or <touching (bridge v)?>> then\n                        change y by (1)\n                        if <<touching (ground v)?> or <touching (bridge v)?>> then\n                            change y by (-4)\n                            change x by ((Xv) * (-1))\n                            if <([y position v] of [cuber v]) < (y position)> then\n                                set [yv v] to [15]\n                                if <([abs v] of (Xv) ) = (Xv)> then\n                                    set [xv v] to [-10]\n                                else\n                                    set [xv v] to [10]\n                                end\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change y by (Yv)\n        if <<touching (ground v)?> or <touching (bridge v)?>> then\n            change y by ((Yv) - ((Yv) * (2)))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <<<touching (ground v)?> or <touching (bridge v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            set [yv v] to [15]\n        end\n        change y by (1)\n        Looks\n        Dead?\n        if <touching (bridge v)?> then\n            change x by ([xv v] of [bridge v])\n        end\n        wait (0.01) seconds\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (guard v)\n\nwhen flag clicked\nswitch costume to (guard v)\nset [bb v] to [0]\nset [move v] to [1]\n\nwhen I start as a clone\n\ngo to [front v] layer\ngo [backward v] (2) layers\nclear graphic effects\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen I receive [oof v]\nDead Looks [3]\n\nwhen backdrop switches to [clear sky15 v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Laser\n\nwhen I start as a clone\nshow\ngo to (cuber v)\nif <([direction v] of [cuber v]) = [90]> then\n    repeat until <touching (_edge_ v)?>\n        change x by (10)\n    end\nelse\n    repeat until <touching (_edge_ v)?>\n        change x by (-10)\n    end\nend\ndelete this clone\n\n@End cuscene\n\nwhen I receive [fall… v]\nclear graphic effects\nswitch costume to (costume1 v)\nshow\nrepeat (15)\n    wait (0.1) seconds\n    change [brightness v] effect by (join [-] ((100) / (15)))\n    next costume\nend\nwait (1) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nrepeat (9)\n    wait (5) seconds\n    next costume\nend\nwait (2) seconds\nrepeat (10)\n    change [brightness v] effect by (-10)\nend\nswitch costume to (end v)\nrepeat (10)\n    change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\n
–––––––––––––––––––––––––––––––––––––––––\nCuber's Journey | Part 5 | The Sky\n–––––––––––––––––––––––––––––––––––––––––\nWhattttttt 10k views?! Is this really happening? That's literally the total amount of views I had before posting this! Lol\n--------------------------------------------------------\nCuber's Journey Part 1 Speedrun:\nhttps://scratch.mit.edu/discuss/youtube/GK_QLbmbxHs/\n[There will be more speedruns coming soon for parts 1-7!]\n––––––––––––––––––––––––––––––––––––––––– \nDifficulty meter:\nEASY-MEDIUM\n–––––––––––––––––––––––––––––––––––––––––\nMaking Part 6!\n–––––––––––––––––––––––––––––––––––––––––\nFeatures:\n20 exciting levels\n3 cutscenes!\nCharacters!\n4 exciting levels with an AI enemy!\nAll levels are possible!\nThis is more as a speedrunning platformer because it's difficulty is easy-medium, also the last level is supposed to be impossible guys please read the comments\n--------------------------------------------------------\nInstructions:\nPlay part 1, 2, 3 and 4 first, because this has a story, or scroll down and read the story if you're too lazy to play everything.\nUse arrow keys to move\nSpace to use the laser gun once you collect it\nR to restart\nN to skip (Note: You can't skip cutscenes)\nB for back level\nAvoid spikes, lava, and the guards on the last levels\nDisclaimer: On the giant cloud level the cloud is supposed to cover all the screen, so be patient and wait for it to disappear\n–––––––––––––––––––––––––––––––––––––––––\nSTORY:\nWhile having a journey on a volcano, you find your cousin, Cubie, and start an epic adventure through the fields trying to find a way to stop the evil plans of the evil cube. After you met Futurer, a cube who lived on an abandoned village, he told you that you had to find a gem, found on the sky, and a sword, found on a cave, and that was the only way to stop the evil cube. You tried to find your sword, but there was a flood, and your boat sank. When you woke back up, you were in a foreign island, and went to search for the Sword. Once you got there, unfortunately, the Evil Cube had gotten there first, so you fought him, got to the sword and escaped. Next, only the orb was left, and now you had to collect it…\n–––––––––––––––––––––––––––––––––––––––––\nUpdates:\n18/7/2022 - Shared and added the difficulty meter\n19/7/2022 - 1st page on #Trending #Games!\n20/7/2022 - #2 trending #games! 2nd page on #All #Games!\n20/7/2022 - Later - #1 TRENDING GAMES?! WOW! MY FIRST GAME TO BE #1 ON TRENDING!!!\n21/7/2022 #1st page on #All #Trending! Wow!\n21/7/2022 - Later - WHOAHHH I'm getting like 2 views every minute! Wow!\n23/7/2022 - TOP LOVED! WOW! I CAN'T BELIEVE MY EYES!\n–––––––––––––––––––––––––––––––––––––––––\nFirst love/star by: @Mr_Mainframe\n–––––––––––––––––––––––––––––––––––––––––\nGoals:\n1- 5 views √\n2- 5 hearts √\n3- 5 stars √\n4- 15 views √\n5- 10 hearts √\n6- 10 stars √\n7- 50 views √\n8- 25 stars - √\n9- 25 hearts - √\n10- 100 views - √\n11- 50 hearts √\n12- 50 stars √\n13- 500 views √\n14- 100 stars √\n15- 100 hearts √\n16- 1,000 views √\n17- 500 hearts √\n18- 500 stars √\n19- 5,000 views √\n20- 1,000 stars\n21- 1,000 hearts\n22- 10,000 views √ WAAAAAAATTTTTTTTTTTT\n*Wonders if should add more goals since only 2 are left*\n–––––––––––––––––––––––––––––––––––––––––