Scratch's Darkest Corner! A Platformer #all #Trending 
@Stage\n\nwhen flag clicked\nswitch backdrop to (452625357 v) and wait\n\nforever\n    \nend\n\nwhen I receive [final v]\nswitch backdrop to (backdrop2 v) and wait\n\nwhen flag clicked\nswitch backdrop to (452625357 v)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nshow\ngo to [front v] layer\n\nif <(username) = [Bill-0]> then\n    next costume\nend\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [22]> then\n        broadcast (Final v)\n    end\nend\n\nwhen flag clicked\nset [x v] to [1]\n\nwhen flag clicked\nswitch costume to (1 v)\n\nswitch costume to (Level)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch backdrop to (452625357 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-182) y: (-116)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n    physics (11) (0.8) (0) (1) (11) (8)\nend\n\ngo to x: (-168) y: (-137)\n\nrepeat ([abs v] of (y vel) )\n    if <touching (ground v)?> then\n        change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n    end\nend\nif <touching (ground v)?> then\n    change y by (y vel)\nend\n\ndefine physics (jump height) (friction) (ceiling cling?) (slopes?) (wall jump horizontal power) (wall jump vertical power)\nchange y by (y vel)\nif <touching (ground v)?> then\n    repeat ([abs v] of (y vel) )\n        if <touching (ground v)?> then\n            change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n        end\n    end\n    if <touching (ground v)?> then\n        change y by (y vel)\n    end\n    if <<<(y vel) < [0.01]> or <(ceiling cling?) = [1]>> and <key (up arrow v) pressed?>> then\n        set [y vel v] to (jump height)\n    else\n        set [y vel v] to [0]\n    end\nelse\n    change [y vel v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n    change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n    change [x vel v] by (-1)\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n    if <(slopes?) = [1]> then\n        set [old_y v] to (y position)\n        repeat (([abs v] of (x vel) ) + (1))\n            if <touching (ground v)?> then\n                change y by (1)\n            end\n        end\n        if <touching (ground v)?> then\n            set y to (old_y)\n            repeat ([ceiling v] of ([abs v] of (x vel) ) )\n                if <touching (ground v)?> then\n                    change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n                end\n            end\n            if <touching (ground v)?> then\n                change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n            end\n            set [x vel v] to [0]\n        end\n    else\n        repeat ([ceiling v] of ([abs v] of (x vel) ) )\n            if <touching (ground v)?> then\n                change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n            end\n        end\n        if <touching (ground v)?> then\n            change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n        end\n        set [x vel v] to [0]\n    end\n    if <<key (up arrow v) pressed?> and <<not <(wall jump horizontal power) = [0]>> and <not <(wall jump vertical power) = [0]>>>> then\n        change y by (-1)\n        if <touching (ground v)?> then\n            change y by (1)\n        else\n            change y by (1)\n            change x by (1)\n            if <<touching (ground v)?> and <key (right arrow v) pressed?>> then\n                set [x vel v] to (([abs v] of (wall jump horizontal power) ) * (-1))\n                set [y vel v] to (wall jump vertical power)\n            end\n            change x by (-2)\n            if <<touching (ground v)?> and <key (left arrow v) pressed?>> then\n                set [x vel v] to ([abs v] of (wall jump horizontal power) )\n                set [y vel v] to (wall jump vertical power)\n            end\n            change x by (1)\n        end\n    end\nend\nset [x vel v] to ((x vel) * (friction))\n\nset [old_y v] to (y position)\nrepeat (([abs v] of (x vel) ) + (1))\n    if <touching (ground v)?> then\n        change y by (1)\n    end\nend\nif <touching (ground v)?> then\n    set y to (old_y)\n    repeat ([ceiling v] of ([abs v] of (x vel) ) )\n        if <touching (ground v)?> then\n            change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n        end\n    end\n    if <touching (ground v)?> then\n        change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n    end\n    set [x vel v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(x position) = [243]> then\n        go to x: (-182) y: (-116)\n        broadcast (New level v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching color (#ff0000)?> then\n        go to x: (-182) y: (-152)\n    end\nend\n\nif <touching (sprite2 v)?> then\n    go to x: (-219) y: (-140)\nend\n\nset x to (-219)\nchange y by (-140)\n\nwhen [space v] key pressed\nnext costume\n\nwhen [b v] key pressed\nchange x by (200)\n\nwhen [v v] key pressed\nchange x by (-200)\n\nwhen flag clicked\ngo to x: (-182) y: (-116)\n\nwhen flag clicked\nif <touching color (#e6e030)?> then\n    go to x: (-238) y: (-167)\nend\n\nwhen flag clicked\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (backdrop1 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (left arrow v) pressed?> then\n        switch costume to (backdrop2 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (down arrow v) pressed?> then\n        switch costume to (backdrop3 v)\n    end\nend\n\nwhen flag clicked\nshow\nswitch costume to (backdrop1 v)\n\nwhen flag clicked\nforever\n    if <(y position) = [-183]> then\n        go to x: (-169) y: (-120)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(y position) = [-177]> then\n        go to x: (-169) y: (-137)\n    end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n    play sound [Vexento - Tears of Love v] until done\nend\n\n@Darkness\n\nwhen flag clicked\nforever\n    go to (player v)\nend\n\nwhen I receive [intro over v]\nshow\n\ngo to [front v] layer\n\ngo [forward v] (1) layers\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    play sound [Calm Down \(8-Bit Rema & Selena Gomez Emualtaion\) v] until done\nend\n\n
You have fallen into great darkness, now you must get out without being able to see the ground!\nBut don't worry! The narrator is here to help you!\nOr is he?  ( PRESS DOWN TO CROUCH)\nIm So CrEaTiVe gUys!!!!!!11111!!!1\nI made this all in a single night, during an all nighter, so I'm tired now * Cri*