generic platformer be like- im not fame hungry
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\n@Love fave2\n\nwhen flag clicked\nhide\nforever\n    wait (pick random (3) to (15)) seconds\n    go to x: (0) y: (53)\n    show\n    repeat (9)\n        change y by (-6)\n    end\n    repeat (5)\n        change y by (3)\n    end\n    repeat (5)\n        change y by (-1)\n    end\n    wait (2.7) seconds\n    repeat (19)\n        change y by (7)\n    end\n    hide\nend\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n    set [touching v] to [none]\n    Detect [love] at [-201] [-220]\n    Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n    set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n    wait until <(touching) = [love]>\n    wait (0.2) seconds\n    if <(touching) = [love]> then\n        change [actions \(love/fave\) v] by (1)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <(touching) = [fave]>\n    wait (0.2) seconds\n    if <(touching) = [fave]> then\n        change [actions \(love/fave\) v] by (1)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Actions \(love/fave\)) = [2]> then\n        broadcast (message1 v)\n    end\nend\n\n@thumbnail2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (25) y: (26)\nhide\n\nwhen flag clicked\nforever\n    if <(level) = [11]> then\n        forever\n            show\n            glide (0.5) secs to x: (-5) y: (26)\n            wait (0.1) seconds\n            glide (0.5) secs to x: (25) y: (26)\n        end\n    end\nend\n\n\n\nwhen flag clicked\nforever\n    if <not <(level) = [11]>> then\n        hide\n    end\nend\n\n\nhide\n\nwhen I receive [g v]\nhide\n\n@Sprite2\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n    if <(level) = [10]> then\n        go to x: (39) y: (28)\n        show\n        forever\n            glide (0.5) secs to x: (19) y: (28)\n            wait (0.1) seconds\n            glide (0.5) secs to x: (43) y: (28)\n        end\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <(level) = [10]>> then\n        hide\n    end\nend\n\n@eNemwr\n\nwhen flag clicked\nset size to (80) %\ngo to x: (148) y: (-41)\nhide\n\nwhen flag clicked\nforever\n    if <(level) = [4]> then\n        wait (0) seconds\n        show\n        wait (0) seconds\n        glide (1) secs to x: (91) y: (-41)\n        wait (0) seconds\n        glide (1) secs to x: (148) y: (-41)\n        wait (0) seconds\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <(level) = [4]>> then\n        hide\n    else\n        show\n    end\nend\n\n@siu\n\nwhen flag clicked\nshow\ngo to x: (16) y: (-8)\nforever\n    if <(costume [number v]) = [5]> then\n        forever\n            go to x: (-4) y: (-8)\n        end\n    end\nend\n\n\n\nwhen flag clicked\nforever\n    switch costume to (level)\n    go to [front v] layer\nend\n\nstop [this script v]\n\nforever\n\nhide\n\ngo to [front v] layer\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n    switch costume to (level)\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n    point in direction (90)\n    change x by (0)\n    change y by (-0)\nend\n\nwhen flag clicked\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n    X velocity\n    y (up?down\n    touching wall or jump\n    Death\n    Trampoline Jump\n    Level Change\nend\n\ndefine X velocity\nset rotation style [left-right v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [x v] by (1)\n    point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n    change [x v] by (-1)\n    point in direction (-90)\nend\nset [x v] to ((X) * (.9))\nchange x by (X)\n\ndefine touching wall or jump\nif <touching (ground v)?> then\n    change y by (1)\n    if <touching (ground v)?> then\n        change y by (1)\n        if <touching (ground v)?> then\n            change y by (1)\n            if <touching (ground v)?> then\n                change y by (1)\n                if <touching (ground v)?> then\n                    change y by (1)\n                end\n            end\n        end\n    end\nend\nchange [y v] by (-1)\nchange y by (Y)\nif <touching (ground v)?> then\n    change y by ((Y) * (-1))\n    set [y v] to [0]\nend\nchange y by (-1)\n\ndefine y (up?down\nif <touching (ground v)?> then\n    if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        change [y v] by (14)\n    end\nend\nchange y by (1)\n\ndefine Jump hight\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <(X) > [0]> then\n        set [x v] to [-7]\n    else\n        set [x v] to [7]\n    end\n    set [y v] to [10]\nelse\n    set [x v] to [0]\nend\n\ndefine Death\nif <touching (siu v)?> then\n    go to x: (-190) y: (55)\nend\nif <touching (enemwr v)?> then\n    go to x: (-190) y: (55)\nend\nif <touching (sprite2 v)?> then\n    go to x: (-190) y: (55)\nend\nif <touching (sprite1 v)?> then\n    go to x: (-190) y: (55)\nend\nif <touching (sprite4 v)?> then\n    go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n    if <(Y) < [0]> then\n        set [y v] to [18]\n    end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n    if <(level) < [14]> then\n        go to x: (-190) y: (55)\n        change [level v] by (1)\n    end\nend\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (bluey v)\n\nwhen flag clicked\nforever\n    if <touching (sprite2 v)?> then\n        go to x: (-200) y: (50)\n    end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nif <(level) = [4]> then\n    if <touching (enemy v)?> then\n        go to x: (-200) y: (50)\n    end\nend\n\nwhen I receive [message1 v]\nswitch costume to (bluey2 v)\n\n@Ground\n\nwhen flag clicked\nforever\n    switch costume to (level)\n    go to x: (-6) y: (0)\n    if <(costume [name v]) = [4]> then\n        broadcast (Wassup v)\n    end\nend\n\n@bobs back layer\n\nwhen I start as a clone\nset size to (50) %\nset [ghost v] effect to (0)\nrepeat (15)\n    change size by (-3.9)\n    change [ghost v] effect by (7.9)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    go to (player v)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [message1 v]\nforever\n    change [color v] effect by (5)\nend\n\n
im sorry its generic dont get mad\n\nreshared because i decided to delete it and then i left and then changed my mind \n\nAvoid spikes and other obstacles\narrow keys or wasd\n\ngeneric am i right\n\nlol\n\nfollow me for a cookie! :3