Odyssey -  scrolling mobile platformer
@Stage\n\ndefine Next Level\nbroadcast (Reset v)\nset [level v] to ((LEVEL) + (1))\nbroadcast (Setup v)\n\ndefine Reset\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n    play sound [main music v] until done\n    play sound [side music v] until done\nend\n\nwhen flag clicked\nset [exit v] to [0]\nset [level v] to [2]\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [1]> then\n        switch backdrop to (backdrop1 v)\n    end\n    if <(LEVEL) = [2]> then\n        switch backdrop to (backdrop2 v)\n    end\nend\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [player: y v] by (-1)\n    else\n        change [player: y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (12)\n        change [player: y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [player: y v] by (-12)\n    if <key (up arrow v) pressed?> then\n        if <(sx) > [0]> then\n            set [sx v] to [-16]\n        else\n            set [sx v] to [0]\n        end\n        set [in air v] to [0]\n    else\n        set [sx v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change [player: x v] by (-1)\n        else\n            change [player: x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n    change [sx v] by (-2.2)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n    change [sx v] by (2.2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n    Change Player X By (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <(in air) < [4]> then\n        set [sy v] to [16]\n    end\nend\nif <(sy) > [-20]> then\n    change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nset [add v] to (join (COLLECTED) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n    set [exit v] to [Die]\nend\nif <touching (trampolines v)?> then\n    set [sy v] to [35]\nend\n\ndefine Game On\nset [player: x v] to (Spawn X)\nset [player: y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nif <touching (obstacles v)?> then\n    set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (50)\n    point towards (exit portal v)\n    turn right (65) degrees\n    move ((distance to [exit portal v]) / (2)) steps\n    change size by (-1)\n    change [ghost v] effect by (2)\nend\nhide\nbroadcast (New Start v)\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nbroadcast (die v)\nset [exit v] to []\nrepeat (5)\n    hide\n    wait (0.05) seconds\n    show\n    wait (0.05) seconds\nend\nclear graphic effects\nhide\nwait (0.25) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setup v) and wait\n    Game On\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (Tick v)\n    end\n    if <(EXIT) = [Win]> then\n        Game - Win\n    else\n        Game - Die\n    end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nset [spawn y v] to [0]\nset [spawn x v] to [0]\ngo to [back v] layer\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen flag clicked\nforever\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    else\n        point in direction (90)\n    end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 v)\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n    switch costume to (2 1 v)\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [3]> then\n    stop [all v]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\n@top art\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 v)\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n    switch costume to (2 1 v)\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\nend\n\n\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Art\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 v)\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n    switch costume to (2 1 v)\n    Clone At x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    go to [back v] layer\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\n@Obstacles\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (1 1 v)\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n    switch costume to (2 1 v)\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\n    Clone At x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    go to [back v] layer\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\n\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nswitch costume to (open portal v)\nif <touching (player v)?> then\n    set [exit v] to [Win]\n    set [spawn x v] to [0]\n    set [spawn y v] to [0]\nend\n\nif <<(COLLECTED) = (COLLECTED MAX)> or <(COLLECTED MAX) < (COLLECTED)>> then\nelse\n    switch costume to (closed portal v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n    Clone At x: [4318] y: [30]\nend\nif <(LEVEL) = [2]> then\n    Clone At x: [4195] y: [70]\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(type) = [clone]> then\n    if <touching (player v)?> then\n        change [collected v] by (1)\n        start sound [Coin2 v]\n        if <(Check Point) = [1]> then\n            change [collected after check point v] by (1)\n        end\n        if <(COLLECTED) = (COLLECTED MAX)> then\n            broadcast (Open Portal v)\n        end\n        delete this clone\n    end\nend\n\nwhen I receive [setup v]\nset [type v] to [OG]\nhide\nswitch costume to (gem1 v)\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    Clone at x: [432] y: [250]\n    Clone at x: [582] y: [190]\n    Clone at x: [854] y: [50]\n    Clone at x: [896] y: [50]\n    Clone at x: [1025] y: [226]\n    Clone at x: [1070] y: [226]\n    Clone at x: [1429] y: [162]\n    Clone at x: [1871] y: [152]\n    Clone at x: [2706] y: [60]\nend\nif <(LEVEL) = [2]> then\n    Clone at x: [292] y: [30]\n    Clone at x: [350] y: [30]\n    Clone at x: [549] y: [220]\n    Clone at x: [1112] y: [230]\n    Clone at x: [1665] y: [-20]\n    Clone at x: [1730] y: [-20]\n    Clone at x: [1795] y: [-20]\n    Clone at x: [2370] y: [160]\n    Clone at x: [3033] y: [70]\n    Clone at x: [3138] y: [70]\n    Clone at x: [3915] y: [40]\nend\n\ndefine Position (x) (y)\nif <(type) = [clone]> then\n    set size to ((100) + (([abs v] of ([sin v] of ((size) / (2)) ) ) * (4))) %\n    go to x: (x) y: (y)\n    if <<(x) = (x position)> and <(y) = (y position)>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [type v] to [clone]\nswitch costume to (pick random (1) to (6))\n\nwhen flag clicked\nforever\nend\n\n@Check Point\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n    set [spawn x v] to (([x position v] of [player v]) + (SCROLL X))\n    set [spawn y v] to (([y position v] of [player v]) + (SCROLL Y))\n    set [check point v] to [1]\nend\nif <(Check Point) = [0]> then\n    switch costume to (nope v)\nelse\n    switch costume to (yup v)\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (off v)\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n    Clone At x: [2397] y: [40]\nend\nif <(LEVEL) = [2]> then\n    Clone At x: [2195] y: [-20]\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    go to [front v] layer\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nwhen I receive [new start v]\nset [check point v] to [0]\n\n@Sprite1\n\nwhen [timer v] > (0.002)\nset volume to (100) %\nstart sound [end v]\ngo to [front v] layer\nbroadcast (hide v)\ngo to x: (0) y: (200)\nset [brightness v] effect to (45)\nshow\nrepeat (45)\n    change y by (((0) - (y position)) / (7))\n    change [brightness v] effect by (-1)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n    reset timer\n    hide\nend\n\n@Intro\n\nwhen I start as a clone\nif <(id) = [1]> then\n    switch costume to (capture2 v)\n    show\n    go to x: (-240) y: (0)\n    set size to (10) %\n    repeat (2)\n        change x by (6)\n        change size by (5)\n    end\n    repeat (3)\n        change x by (9)\n        change size by (6)\n    end\n    repeat (4)\n        change x by (12)\n        change size by (8)\n    end\n    repeat (3)\n        change x by (12)\n        change size by (8)\n    end\n    repeat (3)\n        change x by (12)\n        change size by (6)\n    end\n    repeat (3)\n        change x by (9)\n        change size by (6)\n    end\n    repeat (3)\n        change x by (7)\n        change size by (6)\n    end\n    repeat (3)\n        change x by (5)\n        change size by (4)\n    end\n    repeat (3)\n        change x by (3)\n        change size by (3)\n    end\n    repeat (3)\n        change x by (3)\n        change size by (3)\n    end\n    repeat (3)\n        change x by (2)\n        change size by (2)\n    end\n    repeat (3)\n        change x by (1)\n        change size by (1)\n    end\n    wait (1) seconds\n    repeat (2)\n        change size by (-6)\n    end\n    repeat (3)\n        change size by (-8)\n    end\n    repeat (4)\n        change size by (-10)\n    end\n    repeat (5)\n        change size by (-14)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\n\n
<---------  ODYSSEY REMAKE --------->  \n\nHow to play: \n~Use WASD or ARROW keys to move, if you are on mobile you can tap and drag. \n~Try not to touch the red spikes and also try not to fall into the water/void. \n~there is a checkpoint at the middle of the level. collecting all the gems is optional, but you can as an extra challenge.\n\nI made a remake because of performance issues\n\nCredit train!!\n\nI made all of the art, The music goes to their respected owners (my way of saying I forgot where I got it from), and finally, I used Griffpatch's scrolling engine but I did have to fix issues and recode it to my purposes.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #art #platformer     -Why you here? SUS