Dash(aka your generic platformer)
@Stage\n\n@ground\n\nwhen flag clicked\nshow variable [level v]\ngo [backward v] (11) layers\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [level switch v]\nnext costume\n\nwhen I receive [level up! v]\nchange [level v] by (1)\nswitch costume to (level)\nif <(level) = [19]> then\n    hide variable [level v]\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    show\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    go to x: (0) y: (0)\nend\n\n@Cloud\n\nwhen flag clicked\nhide\nforever\n    wait (pick random (1) to (1.4)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo [backward v] (100) layers\nshow\nforever\n    switch costume to (pick random (1) to (4))\n    go to x: (-240) y: (pick random (-63) to (150))\n    set [ghost v] effect to (pick random (50) to (90))\n    forever\n        change x by ((costume [number v]) * (0.5))\n        if <(x position) > [240]> then\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n    play sound [Lady Bad Luck v] until done\nend\n\n@player\n\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\n\ndefine handle ground <moving up>\nswitch costume to (hitbox v)\nrepeat until <not <<touching color (#009933)?> or <touching color (#663b00)?>>>\n    if <moving up> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [in air v] to [0]\n    end\n    set [yv v] to [0]\nend\nswitch costume to (hitbox v)\nset rotation style [left-right v]\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n    point in direction (-90)\n    walk (-6)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n    point in direction (90)\n    walk (6)\nend\nif <<<touching (death v)?> or <touching color (#ff0000)?>> and <not <touching (sprite2 v)?>>> then\n    go to x: (-197) y: (-49)\n    change [hp v] by (-1)\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(in air) < [8]>> then\n    set [yv v] to [12]\nend\nif <touching color (#ff00bf)?> then\n    set [yv v] to [29]\nend\n\ndefine walk (steps)\nswitch costume to (hitbox v)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <<touching color (#009933)?> or <touching color (#663b00)?>>> or <(ground lift) = [8]>>\n    change y by (1)\n    change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n    change x by ((-1) * (steps))\n    change y by (-8)\nend\nswitch costume to (hitbox v)\n\nstart sound [boing v]\n\nstart sound [plunge v]\n\nset size to (190) %\n\nswitch costume to (hitbox v)\n\n\n\nwhen I receive [game over v]\nstop [all v]\n\nwait (1) seconds\n\nwhen flag clicked\n\ngo to x: (-197) y: (-49)\nset [hp v] to [5]\nforever\n    change [yv v] by (-2)\n    change y by (Yv)\n    change [in air v] by (1)\n    handle ground <(Yv) > [0]>\nend\n\nwhen flag clicked\ngo to x: (-197) y: (-49)\nset size to (600) %\nset [hp v] to [5]\nset [yv v] to [0]\nset rotation style [left-right v]\ngo to x: (-188) y: (-96)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop2 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n    if <(x position) > [238]> then\n        go to x: (-188) y: (-96)\n        switch backdrop to (next backdrop v)\n        set [xv v] to [0]\n        set [yv v] to [0]\n    end\n    if <<<touching color (#ff0000)?> or <(y position) < [-170]>> and <not <touching (sprite2 v)?>>> then\n        go to x: (-212) y: (56)\n        change [hp v] by (-1)\n        change [no. of deaths v] by (1)\n    end\n    if <(y position) < [-170]> then\n        set [yv v] to [0]\n        go to x: (-197) y: (-49)\n    end\n    if <touching color (#ff00bf)?> then\n        set [yv v] to [16]\n    end\n    change [yv v] by (-0.5)\n    if <key (right arrow v) pressed?> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <key (r v) pressed?> then\n        go to x: (-197) y: (-49)\n    end\n    if <key (left arrow v) pressed?> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    if <key (d v) pressed?> then\n        change [xv v] by (0.7)\n        point in direction (90)\n    end\n    if <key (a v) pressed?> then\n        change [xv v] by (-0.7)\n        point in direction (-90)\n    end\n    set [xv v] to ((Xv) * (0.9))\n    change x by (Xv)\n    if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n        change y by (1)\n        if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n            change y by (1)\n            if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n                change y by (1)\n                if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n                    change y by (1)\n                    if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n                        change y by (1)\n                        if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n                            change x by ((Xv) * (-1))\n                            change x by (-1)\n                            change y by (-5)\n                            change x by (1)\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <(x position) > [238]> then\n        broadcast (level switch v)\n        broadcast (level up! v)\n        go to x: (-197) y: (-49)\n        set [yv v] to [0]\n        set [xv v] to [0]\n    end\n    if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [10]\n            start sound [laser1 v]\n        end\n    end\n    change y by (1)\nend\n\nwhen flag clicked\nset [your time v] to [0]\nhide variable [your time v]\nset [no. of deaths v] to [0]\nhide variable [no. of deaths v]\nforever\n    if <(level) = [19]> then\n        show variable [no. of deaths v]\n        show variable [your time v]\n    else\n        hide variable [your time v]\n        hide variable [no. of deaths v]\n    end\n    if <(level) = [19]> then\n        set [your time v] to (Your time)\n    else\n        change [your time v] by (0.1)\n        wait (0.1) seconds\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n    if <(level) = [15]> then\n        show\n        repeat until <not <(level) = [15]>>\n            turn left (5) degrees\n        end\n    else\n        hide\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nset size to (150) %\nforever\n    if <(HP) = [5]> then\n        switch costume to (costume1 v)\n    end\n    if <(HP) = [4]> then\n        switch costume to (costume2 v)\n    end\n    if <(HP) = [3]> then\n        switch costume to (costume3 v)\n    end\n    if <(HP) = [2]> then\n        switch costume to (costume4 v)\n    end\n    if <(HP) = [1]> then\n        switch costume to (costume5 v)\n    end\n    if <(HP) = [0]> then\n        broadcast (GAME OVER v)\n    end\nend\n\n
----------------------------------PLEASE READ------------------------------------\nHi guys! this is a different kind of platformer that I normally make, it's a slope detection platformer, so enjoy\nthe graphics are hand drawn\n\ni have no idea what to do next\n\nInstructions:\narrow keys to move\navoid pits and lava\nPink is bouncy\n------------------------------------------------------------------------------------------\nliked it? then don't forget to love,fave or follow!\n\n*getting ready for 100 views; changing the code*\n\n** pls note that the changes will happen sooner or later\n\n