Sure, but I don't think you'll be able to see the tearing without the models and what not loaded.
//setup 3d
sync on
hide mouse
sync rate 60
set display mode 1280, 768, 32, 0
autocam off
backdrop on
color backdrop 0
set window off
position camera 0,72,-200
set dir "c:\scroller\"
gravity# = 5
//make actor
load object "animated2.x", 1
load image "shadow.png", 1
make object plane 2, 70, 20, 1
rotate object 2, 90, 0, 0
set object collision off 2
texture object 2, 1
set object transparency 2, 3
automatic object collision 1, 5, 0
anim#=1
position object 1, 0, 90, 0
set object light 1, 1
set object ambience 1, RGB(128,0,0)
set object emissive 1, RGB(0,0,0)
set object diffuse 1, RGB(255,255,255)
set object specular 1, RGB(255,255,0)
set object specular power 1, 500
set shadow shading on 1
load object "lv1\tower2.dbo", 5
set object collision off 5
scale object 5, 1200, 1200, 1200
position object 5, 0, 600, -250
load object "lv1\cogs.x", 6
set object collision off 6
scale object 6, 1200, 1200, 1200
position object 6, 0, 600, -250
loop object 6
set object speed 6, 10
//make and color ground plane
make object plane 10,700,500,1
rotate object 10,90,0,0
position object 10,0,5,0
hide object 10
make object plane 11, 500, 500, 1
rotate object 11, 90, 0, 0
position object 11, 445, 165, 0
hide object 11
make object plane 12, 120, 500, 1
rotate object 12, 90, 0, 0
position object 12, -153, 453, 0
hide object 12
make light 1
position light 1, 0, 1000, 0
set light range 1, 2500
do
position object 2, object position x(1), object position y(1), object position z(1) rem shadow
position object 1, object position x(1), object position y(1), 0
position camera 0, object position x(1), object position y(1)+100, camera position z() : point camera object position x(1), object position y(1)+40, object position z(1)
center text screen width()/2,20,"up arrow to jump, left and right arrows to walk"
//control accelleration of gravity.
if force# > -3 and force# < 3 then force# = force# - gravity#
//if spacekey = 1 then reverse the direction of the force
if spacekey() = 1 and onground#=1 and jump#=0 and attack#=0 then groundvalue#= object position y(1) : jump#=1
if jump#=1
anim#=3
force#=5
if object position y(1) > groundvalue# + 185 then jump#=0
if object position y(1) > groundvalue# + 50 and object position y(1) < groundvalue#+70 then gosub _doublejump
ENDIF
if doublejump#=1
if spacekey() = 1 and onground#=0 and jump#=1 and object position y(1) > groundvalue# + 50 then groundvalue#= object position y(1) : jump#=2
if jump#=2
anim#=4
force#=5
if object position y(1) > groundvalue# + 300 then jump#=0
ENDIF
endif
if jump#=0 then force#=-9
//attack
if KeyState(46) and onground#=1 then attack#=1
if attack#=1
anim#=5
if object frame(1) > 154 then attack#=0
ENDIF
rem jump attack
rem if KeyState(46) and onground#=0 then attack#=2
rem if attack#=2
rem anim#=6
rem if object frame(1) > 174 and onground#=0 then attack#=0 rem : anim#=9
rem if object position y(1)<(groundvalue#+50) then attack#=0 : anim#=1
rem ENDIF
//position object and add the force value to the objects Y position.(usually negative)
position object 1,object position x(1),object position y(1)+force#,object position z(1)
//walk left and right
if rightkey()=1 and attack#=0
yrotate object 1, 0 : move object right 1, 2.7
if jump#=0 then anim#=2
endif
if leftkey()=1 and attack#=0
yrotate object 1, 180 : move object right 1, 2.7
if jump#=0 then anim#=2
endif
rem if rightkey()=1 and spacekey()=1 or leftkey()=1 and spacekey()=1 then anim#=3
if rightkey()=0 and leftkey()=0 and spacekey()=0 and jump#=0 and attack#=0 then anim#=1
if object collision (1, 0) > 9 then onground#=1 : else onground#=0
if object collision (1, 0) > 9 and force#>0 then jump#=0 : move object down 1, 10
if onground#=0 and spacekey()=0 and jump#=0 and attack#=0 then anim#=8
if anim#=1 then start#=0 : end#=9 : set object speed 1, 10 rem breathe
if anim#=2 then start#=15 : end#=34.5 : set object speed 1, 45 rem run
if anim#=3 then start#=41 : end#=60 : set object speed 1, 45 rem jump
if anim#=4 then start#=81 : end#=130 : set object speed 1, 60 rem doublejump
if anim#=5 then start#=136 : end#=155 : set object speed 1, 40 rem attack
if anim#=6 then start#= 161 : end#=175 :set object speed 1, 35 rem jumpattack
if anim#=7 then start#=181 : end#=200 : set object speed 1,35 rem die
if anim#=8 then start#=205 : end#=213 : set object speed 1, 20 rem falling
if anim#=9 then start#=175 : end#=175 rem hold jump attack
loop object 1, start#, end#
if onground#=1 then show object 2 : set object collision to spheres 1 rem shadow
if onground#=0 then hide object 2 : set object collision to boxes 1 rem shadow
rem mouse look
rem yrotate camera wrapvalue( camera angle y() + mousemovex() / 4.0 )
rem xrotate camera wrapvalue( camera angle x() + mousemovey() / 4.0 )
SYNC
loop
_doublejump:
if spacekey()=0 then doublejump#=1
if spacekey()=1 then doublejump#=0
return
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