hello there! I am back and ready for action as I said in another discussion to add clarity. I am ready to talk. Let's hope you are willing to listen

*fixes gravity *
OMG BOING BOING BOING (it makes the player jump like a frog XD)

I see what you are trying to do. I wonder...

Also quick question, when you create a sprite using group.add(createSprite());, what do you then call the sprite created?

    I need to know so I can basically create a thing where you touch a group sprite and then after a set amount of time, it destroys that sprite alone;
    I can probably do a group.remove(sprite) but I need the name of the sprite 1st

    Zeldaria
    because you havent defined the sprite as a variable, you have to access it like
    group[numberthatspriteisinthegroup]
    for example,
    group[0].x += 1;
    //moves the first sprite in the group

    Here's the reason I asked: I'm adding platforms that, after you touch them, disappear after a few seconds and I needed to figure out how to y'know access the sprite so it is specific to what platform the player is touching and stuff

    And--the BROKEN group is literally BROKEN

    it won't destroy the sprite you touch at ALL!
    HOW AM I SUPPOSED TO ONLY DESTROY A SPECIFIC SPRITE IN A GROUP WITHOUT HAVING TO DO A BUNCH OF NAMING JUNK?!

      Here's some more info: The BROKEN[0] sprite is created when you finish the tutorial and when you touch it, after 2 seconds or so it destroys BROKEN[0] but for some reason it won't get destroyed!

      I even tried a lifetime thing but nooooooo it didn't work;
      And when I try player.isTouching(BROKEN[0]) or player.isTouching(BROKEN) in the console it always says false!

      Ok, im back, my school actually hand a jog a thon I forgot about and then I had to go to martial arts practice.

      anyways, I think this error is because either
      -broken[0] is not defined yet or
      -your collision thingy moves the player's y when it touches the platform
      so here is What you should try, tell me if it works or not.
      for(var indx = 0; indx < BROKEN.length; indx++){
      if(player.isTouching(BROKEN[indx])){
      BROKEN[indx].velocityY = 5;//or whatever you want to happen
      }
      }

      And now it doesn't again hmmmmmmmmmmmm

      Here is the code currently:

      //ALL the boring stuff
      camera.on();
      var availableCLOUDS = 3;
      var level = "tutorial";
      var BACKGROUND_MUSIC = "sound://category_background/repitition.mp3";
      var LIVES = 10;
      var INFOtext = 5;
      var spawnX = 200;
      var spawnY = 200;
      var player = createSprite(60, 360);
      var cLoUdS = createGroup();
      player.setAnimation("player_idle");
      var ground = createGroup();
      var OBSTACLEs = createGroup();
      var ENDs = createGroup();
      var TExt = createSprite(200, 200);
      var BROKEN = createGroup();
      TExt.setAnimation("text_1");
      TExt.scale = 1.5;
      playSound("sound://category_background/repitition.mp3", true);
      ground.add(createSprite(60,365));
      ground.add(createSprite(200, 230));
      ground.setAnimationEach("ground_grass_1");
      createEdgeSprites();
      //declares the functions and makes sure stuff is animated good I guess
      function draw() {
      background("white");
      ENDs.setAnimationEach("END_portal_thing");
      ground.setAnimationEach("ground_grass_1");
      ground.setScaleEach(0.3);
      BROKEN.setScaleEach(0.3);
      BROKEN.setAnimationEach("ground_grass_broken_1");
      drawSprites();
      move();
      collide();
      DIE();
      clouds();
      infoTEXT();
      LEVELup();
      CAMERAA();
      }
      function CAMERAA() {
      if (player.y>=400&&level==1) {
      camera.y=600;
      }
      }
      //for the levels, when you advance
      function LEVELup() {
      if (player.isTouching(ENDs)) {
      playSound("sound://category_jump/cartoon_synth_warp_jump.mp3", false);
      stopSound(BACKGROUND_MUSIC);
      ground.destroyEach();
      ENDs.destroyEach();
      cLoUdS.destroyEach();
      availableCLOUDS = 3;
      if (level=="tutorial") {
      level = 1;
      } else {
      level = level+1;
      }
      if (level==1) {
      BROKEN.add(createSprite(200, 200));
      ground.add(createSprite(200, 80));
      spawnX = 200;
      spawnY = 40;
      player.x = spawnX;
      player.y = spawnY;
      BACKGROUND_MUSIC = "sound://category_background/stride.mp3";
      playSound(BACKGROUND_MUSIC, true);
      }
      }
      }
      //spawning clouds
      function clouds() {
      if (mouseWentDown("leftButton")&&availableCLOUDS!=0) {
      cLoUdS.add(createSprite(World.mouseX,World.mouseY));
      cLoUdS.setLifetimeEach(175);
      availableCLOUDS = availableCLOUDS-1;
      } else {
      }
      cLoUdS.setAnimationEach("cloud_1");
      }
      //tutorial text
      function infoTEXT() {
      if (INFOtext==4) {
      TExt.setAnimation("text_2");
      TExt.x = 125;
      TExt.y = 300;
      }
      if (INFOtext==3) {
      TExt.setAnimation("text_3");
      TExt.x = 200;
      TExt.y = 200;
      }
      if (INFOtext==2) {
      TExt.setAnimation("text_4");
      }
      if (INFOtext==1) {
      TExt.setAnimation("text_5");
      }
      if (INFOtext==0) {
      TExt.setAnimation("text_6");
      ENDs.add(createSprite(300, 300));
      }
      textFont("Garamond");
      textSize(24);
      text("LIVES: "+LIVES, 0, 15);
      if (keyWentDown("enter")) {
      INFOtext = INFOtext-1;
      }
      }
      //ways of death and stuff
      function DIE() {
      if (player.isTouching(bottomEdge)&&level!=1) {
      LIVES = LIVES-1;
      player.x = spawnX;
      player.y = spawnY;
      player.visible = false;
      stopSound(BACKGROUND_MUSIC);
      console.log(("Oof! The player has died from FALLING! Now has "+LIVES)+" lives left!");
      playSound("sound://category_alerts/comedy_game_over_1.mp3", false);
      setTimeout(function(){
      setTimeout(function(){
      player.visible = true;
      playSound(BACKGROUND_MUSIC, true);
      }, 1000);
      }, 1000);
      }
      }
      //moving
      function move() {
      if (keyDown("right")) {
      player.x = player.x+2;
      player.setAnimation("player_walk");
      player.mirrorX(+1);
      } else if ((keyDown("left"))) {
      player.x = player.x-2;
      player.setAnimation("player_walk");
      player.mirrorX(-1);
      } else {
      player.setAnimation("player_idle");
      }
      if (keyDown("up")){
      player.y = player.y + 3 ;
      player.setAnimation("player_jump");
      if (player.isTouching(ground)| |player.isTouching(cLoUdS)| |player.isTouching(BROKEN)) {
      playSound("sound://category_digital/boing_1.mp3", false);
      player.y = player.y - 8;
      player.velocityY = -15 ;
      } else {
      player.y = player.y - 3 ;
      }
      }
      }
      //collision and special platforms
      function collide() {
      player.collide(BROKEN);
      player.collide(ground);
      player.collide(cLoUdS);
      while ((player.isTouching(ground))) {
      player.velocityY = 0 ;
      player.y = player. y - 0.1 ;
      }
      for(var indx = 0; indx < BROKEN.length; indx++){
      if(player.isTouching(BROKEN[indx])){
      BROKEN[indx].velocityY = 5;
      }
      }
      player.velocityY = player.velocityY + 1.5;
      }
      !<
      *note: the | | is || but it would hide it if I put it in 'code way' so yeah :/

      Including what Ackvonhuelio reccomended

      Chat