Color: A Short Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [credits v]\nswitch backdrop to (backdrop4 v)\n\n@Player\n\nwhen flag clicked\nset [brightness v] effect to (50)\nset [ghost v] effect to (50)\nswitch costume to (costume2 v)\ngo to x: (-189) y: (-22)\nshow\nforever\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        next costume\n        change [xv v] by (1)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        next costume\n        change [xv v] by (-1)\n    end\n    set [xv v] to ((Xv) * (0.9))\n    change x by (Xv)\n    if <touching color (#000000)?> then\n        change y by (1)\n        if <touching color (#000000)?> then\n            change y by (1)\n            if <touching color (#000000)?> then\n                change y by (1)\n                if <touching color (#000000)?> then\n                    change y by (1)\n                    if <touching color (#000000)?> then\n                        change y by (1)\n                        if <touching color (#000000)?> then\n                            change x by ((Xv) * (-1))\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                if <(Xv) > [0]> then\n                                    set [xv v] to [-5]\n                                else\n                                    set [xv v] to [5]\n                                end\n                                set [yv v] to [10]\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yv v] by (-1)\n    change y by (Yv)\n    if <touching color (#000000)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching color (#000000)?> then\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [yv v] to [11]\n        end\n    end\n    change y by (1)\n    if <touching (end v)?> then\n        broadcast (Next level v)\n    end\n    if <touching color (#ff5300)?> then\n        go to x: (-206) y: (-70)\n    end\nend\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\ngo to x: (-206) y: (-70)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nrepeat (40)\n    change [brightness v] effect by (-2)\nend\nclear graphic effects\nwait (2) seconds\nhide\nbroadcast (Credits v)\n\n@End\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nclear graphic effects\n\nwhen I receive [win v]\nhide\n\n@Color\n\nwhen flag clicked\nhide\nforever\n    if <([backdrop # v] of [_stage_ v]) = [3]> then\n        show\n    end\n    if <touching (player v)?> then\n        broadcast (WIN v)\n        repeat (40)\n            change [brightness v] effect by (2.5)\n        end\n        hide\n        stop [this script v]\n    end\n    go to [back v] layer\nend\n\n@Credits\n\nwhen I receive [credits v]\nshow\ngo to x: (0) y: (-650)\nset size to (100) %\nswitch costume to (costume2 v)\nset size to (400) %\nswitch costume to (costume1 v)\nrepeat (380)\n    change y by (4)\nend\nwait (3.5) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
Arrows or WASD to move. You CAN wall jump up walls.\n\nThis project is a JOKE. It is the most LOW EFFORT thing i've ever made.\n\n I've thought about adding a speed run timer, but I've noticed it runs faster on different computers. Since the game is so short, your time is different depending on the speed of your computer.