dusk|| platformer
@Stage\n\nwhen flag clicked\nbroadcast (LoadLevel v)\nforever\n    set [system.framtime v] to (timer)\n    reset timer\n    FPS (System.FramTime) [0.5]\n    switch costume to (join [Level] (Level))\nend\n\ndefine FPS (frametime) (updatetime)\nchange [system.updatefpstimer v] by (System.FramTime)\nif <not <(System.UpdateFPSTimer) < (updatetime)>> then\n    set [system.updatefpstimer v] to [0]\n    set [fps v] to (round ((1) / (System.FramTime)))\nend\n\nwhen I receive [loadlevel v]\nbroadcast (ResetPlayer v)\n\nwhen [timer v] > (1)\nbroadcast (Thumbnail.Show v)\nif <(username) = [Coltroc]> then\n    set [level v] to [1]\nend\n\nwhen flag clicked\nforever\n    play sound [\[Electro\] Hinkik - Skystrike v] until done\nend\n\nwhen I receive [sound.levelcomplete v]\nstart sound [Magic Spell v]\n\nwhen I receive [sound.death v]\nstart sound [Geometry Dash Explosion Sound Slowed Down 800 v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [thumbnail.show v]\nshow\ngo to [front v] layer\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\n\n@Player\n\nwhen I receive [resetplayer v]\ngo to x: (-200) y: (-75)\nset [ghost v] effect to (0)\nset [player.xv v] to [0]\nset [player.yv v] to [0]\nset [player.jumpforce v] to [12]\nset [player.walljumpxforce v] to [10]\nset [player.walljumpyforce v] to [12]\nforever\n    set [player.ycoll v] to [0]\n    set [player.wall v] to [0]\n    switch costume to (hitbox v)\n    go to [front v] layer\n    ChangeXv\n    change x by (player.xv)\n    if <touching color (#ffffff)?> then\n        if <(player.xv) > [0]> then\n            set [player.wall v] to [right]\n        else\n            set [player.wall v] to [left]\n        end\n        CheckForWall [5]\n    end\n    ChangYv\n    change y by (player.yv)\n    if <touching color (#ffffff)?> then\n        ChangeY ((player.yv) / ([abs v] of (player.yv) ))\n    end\n    if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <mouse down?>> and <not <(player.ycoll) = [ceiling]>>> then\n        JumpCheck\n    end\n    set [player.x v] to (x position)\n    set [player.y v] to (y position)\n    if <(y position) < [-170]> then\n        broadcast (ResetPlayer v)\n        broadcast (Sound.Death v)\n    end\n    if <touching color (#abecff)?> then\n        broadcast (ResetPlayer v)\n        broadcast (Sound.Death v)\n    end\nend\n\ndefine CheckForWall (length)\nrepeat (length)\n    if <touching color (#ffffff)?> then\n        change y by (1)\n    end\nend\nif <touching color (#ffffff)?> then\n    change y by (() - (length))\n    if <(player.xv) > [0]> then\n        ChangeX ([ceiling v] of ((player.xv) / ([abs v] of (player.xv) )) )\n    else\n        ChangeX ([floor v] of ((player.xv) / ([abs v] of (player.xv) )) )\n    end\nend\n\ndefine ChangeY (power)\nif <(power) > [0]> then\n    set [player.ycoll v] to [ceiling]\nelse\n    set [player.ycoll v] to [ground]\nend\nrepeat ([abs v] of (player.yv) )\n    if <touching color (#ffffff)?> then\n        change y by (() - (power))\n    end\nend\nset [player.yv v] to [0]\n\ndefine ChangeX (power)\nrepeat ([abs v] of (player.xv) )\n    if <touching color (#ffffff)?> then\n        change x by (() - (power))\n    end\nend\nset [player.xv v] to [0]\n\ndefine ChangeXv\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(Player.X) > (mouse x)> and <mouse down?>>> then\n    change [player.xv v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (Player.X)> and <mouse down?>>> then\n    change [player.xv v] by (1)\nend\nset [player.xv v] to ((player.xv) * (0.85))\n\ndefine ChangYv\nchange [player.yv v] by (-1)\nif <not <(player.yv) > [-20]>> then\n    set [player.yv v] to [-20]\nend\n\ndefine JumpCheck\nif <(player.ycoll) = [ground]> then\n    change [player.yv v] by (player.jumpforce)\nelse\n    if <(player.wall) = [right]> then\n        change [player.xv v] by (() - (player.WallJumpXForce))\n        set [player.yv v] to (player.WallJumpYForce)\n    end\n    if <(player.wall) = [left]> then\n        change [player.xv v] by (player.WallJumpXForce)\n        set [player.yv v] to (player.WallJumpYForce)\n    end\nend\n\n@PlayerLight\n\nwhen I receive [resetplayer v]\nforever\n    go to x: (Player.X) y: (Player.Y)\n    go to [back v] layer\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (50) %\nrepeat (20)\n    change [ghost v] effect by (5)\n    change size by (-2)\nend\ndelete this clone\n\n@Hitbox\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    switch costume to (join [Level] (Level))\nend\n\n@Goal\n\nwhen flag clicked\nforever\n    switch costume to (hitbox v)\n    go to [front v] layer\n    turn right (2) degrees\n    if <touching (player v)?> then\n        change [level v] by (1)\n        broadcast (LoadLevel v)\n        broadcast (Sound.LevelComplete v)\n        wait (0.1) seconds\n    end\n    switch costume to (goal v)\nend\n\n
Arrow keys, WASD or mobile. PART 2 IS OUT! (See comments section).\n\nCan we get this featured? https://scratch.mit.edu/projects/701266664/\n\nI especially recommend this: https://scratch.mit.edu/projects/694428601/