Platformer Engine #Games #All #Music #Art #Platformer #Engine #Platformer Engine #Trending #Popular
@Stage\n\nwhen flag clicked\nforever\n    play sound [Song v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset [section v] to [1-1]\nset [px v] to [0]\nset [py v] to [0]\n\ndefine Player Tick\npoint in direction (90)\nPosition With Offset [] []\nchange [yval v] by ((-1) * <[-10] < (Yval)>)\nPosition With Offset [] (Yval)\nchange [airtime v] by (1)\nif <touching (level v)?> then\n    if <(Yval) < [1]> then\n        set [airtime v] to [0]\n    end\n    repeat until <not <touching (level v)?>>\n        Position With Offset <(Yval) = [0]> (((Yval) / ([abs v] of (Yval) )) * (-1))\n    end\n    set [yval v] to [0]\nend\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[30] < (mouse y)> and <mouse down?>>> and <(Airtime) = [0]>> then\n    set [yval v] to [10]\nend\nchange [xval v] by ((.8) * (<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<[30] < (mouse x)> and <mouse down?>>> - <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < [-30]> and <mouse down?>>>))\nset [xval v] to ((Xval) * (.9))\nPosition With Offset (Xval) []\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        Position With Offset ((((Xval) / ([abs v] of (Xval) )) * (-1)) + ((((costume [number v]) * (2)) - (3)) * <([abs v] of (Xval) ) < [.1]>)) []\n    end\n    Position With Offset ((((Xval) / ([abs v] of (Xval) )) * (-1)) + ((((costume [number v]) * (2)) - (3)) * <([abs v] of (Xval) ) < [.1]>)) []\nend\nset [camera x v] to ((PX) / (20))\nset [camera y v] to ((PY) / (20))\nPosition With Offset [] []\nswitch costume to (join [Player ] ((Xval) / ([abs v] of (Xval) )))\n\ndefine Position With Offset (x) (y)\nchange [px v] by (x)\nchange [py v] by (y)\ngo to x: ((PX) - (Camera X)) y: ((PY) - (Camera Y))\n\ndefine 3d stamp\nchange x by (() - (Camera X))\nchange y by (() - (Camera Y))\nset [brightness v] effect to (-15)\nset size to (90) %\npoint in direction (((90) + ((Xval) / (2))) + (((Yval) * ((Xval) / ([abs v] of (Xval) ))) * (2)))\nrepeat (10)\n    change size by (1)\n    change x by ((Camera X) * ((size) / (1000)))\n    change y by ((Camera Y) * ((size) / (1000)))\n    stamp\nend\nset size to (100) %\nset [brightness v] effect to (0)\n\nwhen I receive [--player tick v]\nPlayer Tick\n\nwhen I receive [--visual tick v]\n3d stamp\n\n@Lighting\n\nwhen flag clicked\nswitch costume to (touch v)\nset size to (100) %\ncreate clone of (_myself_ v)\nset [ghost v] effect to (25)\ngo to x: (0) y: (0)\nswitch costume to (overlay 1 v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (overlay 2 v)\nset [ghost v] effect to (75)\nforever\n    go to [front v] layer\n    go [backward v] (1) layers\nend\n\ndefine Lighting\nset pen size to (6)\nCreate 3D Light At [210] [176] In Direction ((-145) + ([sin v] of ((timer) * (75)) )) With Radius [20]\n\ndefine Create Ray Of Light At (x) (y) In Direction (dir)\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\npoint in direction (dir)\npen up\nset pen (transparency v) to (0)\nrepeat until <not <<touching (player v)?> or <touching (level v)?>>>\n    move (2) steps\nend\nset [savex v] to (x position)\nset [savey v] to (y position)\nrepeat until <<touching (player v)?> or <touching (level v)?>>\n    move (2) steps\nend\nmove (2) steps\npen down\ngo to x: (saveX) y: (saveY)\npen up\n\ndefine Create Light At (x) (y) In Direction (direction) With Radius (radius)\nset [# v] to ((radius) / (-2))\nrepeat (radius)\n    Create Ray Of Light At (x) (y) In Direction ((direction) + (#))\n    change [# v] by (1)\nend\n\nwhen I receive [--lighting tick v]\nif <(costume [name v]) = [Overlay 1]> then\n    go to [front v] layer\n    switch costume to (touch v)\n    Lighting\n    switch costume to (overlay 1 v)\n    go to x: ((PX) - (Camera X)) y: ((PY) - (Camera Y))\n    point in direction (90)\nend\n\ndefine Create 3D Light At (x) (y) In Direction (direction) With Radius (radius)\nset pen color to (#cde8bf)\nCreate Ray Of Light At ((x) + ((Camera X) / (5))) ((y) + ((Camera Y) / (5))) In Direction ((direction) - ((radius) / (2)))\nCreate Ray Of Light At ((x) + ((Camera X) / (5))) ((y) + ((Camera Y) / (5))) In Direction ((direction) + ((radius) / (2)))\nset pen color to (#ddf9ce)\nCreate Light At (x) (y) In Direction (direction) With Radius (radius)\n\n@Level\n\nwhen flag clicked\nshow\n\ndefine 3d stamp\nset [brightness v] effect to (-10)\ngo to x: (0) y: (0)\nswitch costume to (join (Section) [\(2\)])\nset size to (85) %\nrepeat (15)\n    change size by (1)\n    change x by ((Camera X) * ((size) / (100000)))\n    change y by ((Camera Y) * ((size) / (100000)))\n    stamp\n    change [brightness v] effect by (-.2)\nend\nset size to (100) %\nset [brightness v] effect to (0)\n\nwhen I receive [--level tick v]\nset [ghost v] effect to (0)\ngo to [back v] layer\n3d stamp\nswitch costume to (join (Section) [\(1\)])\ngo to x: (() - (Camera X)) y: (() - (Camera Y))\nset [ghost v] effect to (100)\n\nwhen I receive [--stamp sort tick v]\nset [ghost v] effect to (0)\nstamp\ngo to x: (() - (Camera X)) y: (() - (Camera Y))\nset [ghost v] effect to (100)\n\n@Loop\n\nwhen flag clicked\nforever\n    erase all\n    broadcast (--Level Tick v)\n    broadcast (--Player Tick v)\n    broadcast (--Lighting Tick v)\n    broadcast (--Stamp Sort Tick v)\n    broadcast (--Visual Tick v)\nend\n\nwhen flag clicked\nforever\n    set [old time v] to (timer)\n    wait (0) seconds\n    set [fps: v] to (round ((1) / ((timer) - (Old Time))))\n    if <[29] < (FPS:)> then\n        set [fps: v] to [30]\n    end\nend\n\n@@scramaso\n\nwhen flag clicked\nshow\nswitch costume to (scanlines v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (95)\nforever\n    go to [front v] layer\n    set [ghost v] effect to (98)\n    wait (0) seconds\n    set [ghost v] effect to (97)\n    wait (0) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [brightness v] effect to (-25)\nset [ghost v] effect to (98)\nswitch costume to (scanlines2 v)\nforever\n    go to x: (0) y: (-240)\n    glide (10) secs to x: (0) y: (240)\nend\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n    set [timer v] to (timer)\nend\n\n
イントロはタップでスキップできます。\n~Enjoy this game!~　　日本語表記のプレイ方法は下\n<How to play>※You can skip the intro with a tap.\n1.The buttons on either side of the character allow you to select a character.\n2.Next, press the button with the blue triangle in white.Then you will see another screen.\n3.The screen shown is for selecting a stage. Tap the stage you want to play. Note that Windland can only be played if you have reached the goal twice or more.\n4.\nArrow keys, WAD keys, and tap to control.\nYou will die if you fall, get hit by a needle, wheel, magma, or fish.\nIf you take the hat, you can withstand the damage of a blow for a few seconds.\nFish can be defeated by stepping on them.\n＜プレイ方法＞（見なくても多分できる）\nイントロはタップでスキップできます。\n1.水色のキャラクターの左右のボタンをタップして選ぶ。\n2.使いたいキャラクターが決まったら、水色のキャラクターの下のボタンをタップ！するとステージを選択画面に行きます。※ボタンが⛳️×1などと記されている場合は、1回ステージをクリアしないと遊べません。\n3.遊びたいステージを選んでください。（右のステージは、左のステージを2回クリアすれば遊べます。）そしてタップ。するとゲームが開始されます。※右側のステージは2回左側のステージをクリアしないと遊びません。\n4.プレイヤーWADキーまたは、矢印キー（十字キー）で操作します。※画面の左下の家のボタンを押すとホームに戻ります。