ALL STITCHED

This commit is contained in:
Nicky Case 2019-06-26 11:03:27 -04:00
parent 728c335e38
commit 448a49b7ea
40 changed files with 755 additions and 358 deletions

4
TODO
View File

@ -5,4 +5,6 @@ TODO
- can't click outside to advance
- favicon one-line eye
- hadouken not shoryken
- Open Sans, for consistency???
- Open Sans, for consistency???
- intermission D.R.Y.
- get rid of bubbles off screen, for optimization

View File

@ -292,6 +292,9 @@
<script src="scripts/act4/Act4_SceneSetup.js"></script>
<script src="scripts/act4/Act4_BG.js"></script>
<!-- CREDITS -->
<script src="scripts/credits/Credits_SceneSetup.js"></script>
<!-- INTERMISSION -->
<script src="scripts/intermission/Intermission_SceneSetup.js"></script>
<script src="scripts/intermission/Intermission_BG.js"></script>

View File

@ -10,7 +10,7 @@ n: _YOU_ ARE THE ANXIETY
`hong({mouth:"0_neutral", eyes:"0_annoyed"})`
h: Oh good, I was hoping to *not* eat in peace today.
h: Oh good, my wolf's back. Faaaaantastic.
`hong({eyes:"0_neutral"})`
@ -26,13 +26,15 @@ n: QUICK, WARN THEM!
`Game.OVERRIDE_TEXT_SPEED = 1.25;`
b: Human! Listen, we're in danger! The danger is...
n4: (LET _YOUR_ ANXIETY COME OUT TO PLAY! PICK WHAT _YOUR_ FEAR WOULD MOST LIKELY SAY TO YOU)
[You're eating alone for lunch! Again!](#act1a_alone)
[We're eating alone for lunch! Again!](#act1a_alone)
[You're not productive while eating!](#act1a_productive)
[We're not productive while eating!](#act1a_productive)
[That white bread's bad for you!](#act1a_bread)
[That white bread's bad for us!](#act1a_bread)
# act1a_alone
@ -54,7 +56,7 @@ h: Um, thanks for citing your sources but--
`bb({body:"fear", mouth:"normal", eyes:"fear"})`
b: Which means if you don't hang out with someone *right now* you're gonna-
b: Which means if we don't hang out with someone *right now* we're gonna-
`bb({body:"panic"})`
@ -88,21 +90,15 @@ bb({mouth:"normal", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: If you're not productive you'll become a penniless parasite and your parents will say
b: If we're not contributing to the body of society then we're a parasite!
`bb({mouth:"small", eyes:"narrow"})`
b: “you have brought dishonor to our family, now we have to all commit seppuku”
b: The society-body will go to the society-doctor to get medication to kill their society-parasites and then we'll--
```
bb({body:"fear", mouth:"normal", eyes:"fear"});
bb({body:"panic", mouth:"normal", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: and then you'll-
`bb({body:"panic"})`
b: DIEEEEEEEEEEEEEEEEEEE
```
@ -114,7 +110,7 @@ publish("hp_show");
(...2500)
`_.seppuku = true`
`_.parasite = true`
n: YOU USED *FEAR OF BEING A BAD PERSON*
@ -131,7 +127,7 @@ bb({body:"fear", mouth:"normal", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: Processed wheat will spike your blood sugar so they'll have to amputate all your limbs and then you'll-
b: Processed wheat will spike our blood sugar so they'll have to amputate all our limbs and then we'll-
`bb({body:"panic"})`
@ -158,13 +154,15 @@ n: IT'S SUPER EFFECTIVE
`bb({mouth:"smile", eyes:"smile"});`
b: I am best protector!
b: See, human? I am your loyal guard-wolf!
n: BUT YOU'RE NOT DONE SAVING YOUR HUMAN YET
`bb({body:"point_heart", eyes:"pretty"});`
n: GET YOUR HUMAN'S ENERGY BAR EMPTY
b: I protect. I attack. But most importantly, I shall always have your back.
n: TO PROTECT YOUR HUMAN'S PHYSICAL + SOCIAL + MORAL NEEDS, YOU CAN USE:
n: GET YOUR HUMAN'S ENERGY BAR TO ZERO
n: TO PROTECT THEIR PHYSICAL + SOCIAL + MORAL NEEDS, YOU CAN USE:
n: FEAR OF *BEING HARMED* #harm#
@ -174,13 +172,14 @@ n: AND FEAR OF *BEING A BAD PERSON* #bad#
`Game.OVERRIDE_TEXT_SPEED = 1.25;`
n4: (PRO-TIP: PLAY THE CHOICES THAT PERSONALLY HIT YOUR DEEPEST, DARKEST FEARS~)
n4: (PRO-TIP: PLAY THE CHOICES THAT PERSONALLY HIT YOUR DEEPEST, DARKEST FEARS!~)
h: ...
```
hong({body:"putaway"});
sfx("rustle");
bb({body:"normal", mouth:"normal", eyes:"normal"});
```
(...1000)
@ -224,7 +223,7 @@ b: Doesn't that weirdo throw a party *every* weekend?
`bb({eyes:"uncertain_right"});`
b: Must be some underlying neurosis there.
b: They must be deeply messed up on the inside!
`hong({eyes:"surprise"});`
@ -234,11 +233,11 @@ h: Also, I got an invite?
b: Well then!
[Say yes, or you'll die from loneliness](#act1c_loner)
[Say yes, or we'll die from loneliness](#act1c_loner)
[Say no, it's probably full of lethal drugs](#act1c_drugs)
[Ignore it, you just make parties sad](#act1c_sad)
[Ignore it, we just make parties sad](#act1c_sad)
# act1c_loner
@ -251,7 +250,11 @@ b: Fifteen cigarettes a day, human. Fifteen.
{{/if}}
{{if !_.fifteencigs}}
b: Then no one will show up at your funeral, they'll dump your ashes into the ocean, and you become WHALE POOP.
b: Then no one will show up at our funeral, they'll dump our ashes into the ocean, we get eaten by a whale,
{{/if}}
{{if !_.fifteencigs}}
b: and we become WHALE POOP.
{{/if}}
{{if !_.fifteencigs}} `_.whalepoop = true` {{/if}}
@ -268,11 +271,11 @@ attack("10p", "alone");
`bb({eyes:"normal"});`
{{if !_.fifteencigs}}
b: So yeah you should go to that party.
b: So yeah we should go to that party!
{{/if}}
{{if _.seppuku}}
b: Just bring your laptop so you can do some work.
{{if _.parasite}}
b: Just bring the laptop so we can do some work.
{{/if}}
{{if _.whitebread}}
@ -286,7 +289,7 @@ h: GOD. If it'll make you shut up, fine.
h: I'll say yes.
{{if _.whalepoop}}
b: Whale poop, human. Whale poop.
b: Whale poop, human! Whale poop!
{{/if}}
`_.partyinvite="yes"`
@ -306,11 +309,11 @@ b: or even worse... WHITE BREAD
{{/if}}
{{if _.whitebread}}
b: You'll overdose on so much meth and white bread they won't be able to fit your fat corpse into the cremation furnace!
b: We'll overdose on so much meth and white bread they won't be able to fit our fat corpse into the cremation furnace!
{{/if}}
{{if !_.whitebread}}
b: You'll overdose on so many drugs the undertaker will wonder how your body was *already* pre-embalmed!
b: We'll overdose on so many drugs the undertaker will wonder how our body was *already* pre-embalmed!
{{/if}}
```
@ -320,8 +323,8 @@ attack("10p", "harm");
(...2500)
{{if _.seppuku}}
b: Besides, can't party, you need to do work so your parents don't commit seppuku.
{{if _.parasite}}
b: Besides, can't party, we need to do work or we're a terrible parasite!
{{/if}}
`hong({mouth:"anger", eyes:"anger"});`
@ -341,15 +344,15 @@ h: I'll say no.
`Game.OVERRIDE_TEXT_SPEED = 1.5;`
{{if _.fifteencigs}}
b: All you ever do is cry in a corner about how loneliness is as deadly as 15 cigarettes a day.
b: All we ever do is cry in a corner about how loneliness is as deadly as 15 cigarettes a day.
{{/if}}
{{if _.seppuku}}
b: All you ever do at parties is worry about how you should be doing work instead.
{{if _.parasite}}
b: All we ever do at parties is worry about how we should be doing work instead.
{{/if}}
{{if _.whitebread}}
b: All you ever do is worry about how the unhealthy food options are going to kill you.
b: All we ever do is worry about how the unhealthy food options are going to kill us.
{{/if}}
```
@ -363,13 +366,13 @@ h: gee i wonder why
`Game.OVERRIDE_TEXT_SPEED = 1.5;`
b: So if you go you'll make them feel bad, but if you reject their invite you'll also make them feel bad!
b: So if we go we'll make them feel bad, but if we reject their invite we'll also make them feel bad!
`bb({body:"fear", eyes:"fear"});`
`Game.OVERRIDE_TEXT_SPEED = 1.5;`
b: ALL YOU DO IS MAKE PEOPLE FEEL BAD, SO YOU SHOULD FEEL BAD
b: ALL WE DO IS MAKE PEOPLE FEEL BAD, SO WE SHOULD FEEL BAD
```
hong({mouth:"shock", eyes:"shock"});
@ -405,7 +408,7 @@ h: What's new on Twitter?
[Oh no, look at that horrible news story!](#act1d_news)
[Oh no, is that tweet secretly about *you?*](#act1d_subtweet)
[Oh no, is that tweet secretly about *us?*](#act1d_subtweet)
[hey, a GIF of a cat drinking milk](#act1d_milk)
@ -474,13 +477,13 @@ h: It's probably not?
`bb({eyes:"narrow", mouth:"small"});`
b: but what if they're all talking behind your back
b: but what if they're all talking behind our back
h: They're n--
`bb({body:"fear", eyes:"fear", mouth:"normal"});`
b: IN FRONT OF YOUR BACK
b: IN FRONT OF OUR BACK
`hong({eyes:"sad", mouth:"sad"});`
@ -531,11 +534,11 @@ h: Heh ya that's cute, just retweeted it, I thi--
```
hong({mouth:"shock", eyes:"shock"});
bb({body:"scream_anger"});
bb({body:"scream"});
Game.OVERRIDE_TEXT_SPEED = 1.8;
```
b: CATS CAN'T DIGEST MILK AND YOU'RE A TERRIBLE PERSON FOR ENJOYING ANIMAL ABUSE
b: CATS CAN'T DIGEST MILK AND WE'RE TERRIBLE PEOPLE FOR ENJOYING ANIMAL ABUSE
```
bb({body:"normal", mouth:"normal", eyes:"narrow"});
@ -581,16 +584,16 @@ hong({mouth:"neutral", eyes:"neutral"});
bb({mouth:"normal", eyes:"normal"});
```
[Change your answer? You unreliable jerk!](#act1e_yes_dontchange)
[Change our answer? Like a jerk?!](#act1e_yes_dontchange)
[Change your answer! It's too crowded!](#act1e_yes_changetono)
[Change our answer! It's too crowded!](#act1e_yes_changetono)
{{if _.subtweet}}
[yeah they were totally subtweeting you](#act1e_ignore_subtweet)
[yeah they were totally subtweeting us](#act1e_ignore_subtweet)
{{/if}}
{{if _.badnews}}
[wait you retweeted that story without fact-checking](#act1e_ignore_factcheck)
[wait we retweeted without fact-checking](#act1e_ignore_factcheck)
{{/if}}
{{if (!_.subtweet && !_.badnews)}}
@ -604,7 +607,7 @@ bb({eyes:"anger"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: They were counting on you to come and now you're betraying their trust? Do you wanna die alone?!
b: They were counting on us to come and now we're betraying their trust? Do you wanna die alone?!
{{if _.fifteencigs}}
b: FIFTEEN. CIGARETTES.
@ -653,7 +656,7 @@ hong({mouth:"shock"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: DO YOU WANT THAT TO HAPPEN TO YOU-
b: DO YOU WANT THAT TO HAPPEN TO US-
```
bb({body:"scream"});
@ -690,16 +693,16 @@ h: Maybe I shouldn't have said no to the invite?
`bb({mouth:"normal", eyes:"normal"});`
[Change your answer? You unreliable jerk!](#act1e_no_dontchange)
[Change our answer? Like a jerk?!](#act1e_no_dontchange)
[Change your answer! Don't die alone!](#act1e_no_changetoyes)
[Change our answer! Don't die alone!](#act1e_no_changetoyes)
{{if _.subtweet}}
[yeah they were totally subtweeting you](#act1e_ignore_subtweet)
[yeah they were totally subtweeting us](#act1e_ignore_subtweet)
{{/if}}
{{if _.badnews}}
[wait you retweeted that story without fact-checking](#act1e_ignore_factcheck)
[wait we retweeted without fact-checking](#act1e_ignore_factcheck)
{{/if}}
{{if (!_.subtweet && !_.badnews)}}
@ -710,7 +713,9 @@ h: Maybe I shouldn't have said no to the invite?
`bb({eyes:"anger"})`
b: Everybody was counting on you! ...to leave them alone and let them have a nice party without you, you horrible disgusting {{if _.whitebread}}white-bread-munching{{/if}} cree--
b: Everybody was counting on us!
b: ...to leave them alone and let them have a nice party without a horrible disgusting {{if _.whitebread}}white-bread-munching{{/if}} creep like u--
```
@ -737,7 +742,7 @@ bb({body:"fear", eyes:"fear", mouth:"normal"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: Chronic loneliness increases your cortisol as well as risk for cardiovascular disease and stroke!
b: Chronic loneliness increases our cortisol levels as well as risk for cardiovascular disease and stroke!
```
hong({mouth:"shock", eyes:"shock"});
@ -767,14 +772,14 @@ bb({eyes:"fear", mouth:"small"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: All your problematic tweets have come back to roost!
b: All our problematic tweets have come back to roost!
```
bb({body:"fear", eyes:"fear", mouth:"normal"});
Game.OVERRIDE_TEXT_SPEED = 1.7;
```
b: Say *one* thing wrong and all your so-called friends will drag you through the street for internet points!
b: We're gonna get called out and cancelled and dragged with a rope on horseback down the information superhighway!
```
hong({mouth:"shock", eyes:"shock"});
@ -800,14 +805,14 @@ bb({eyes:"anger"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: You're spreading disinformation!
b: We're spreading disinformation! We're destroying trust in a free press!
```
bb({body:"scream_anger"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: People like you are the reason fascism will arise from the rubble of democracy!
b: We're the reason fascism will arise from the rubble of democracy!
```
bb({body:"normal", eyes:"anger"});
@ -820,6 +825,7 @@ attack("10p", "bad");
```
hong({mouth:"anger", eyes:"anger"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
_.factcheck = true;
```
h: Why are you like this?!
@ -869,7 +875,7 @@ h: Maybe I shouldn't have ignored the invite?
`bb({mouth:"normal", eyes:"normal"});`
[Keep ignoring, you're still a party pooper](#act1e_ignore_continue)
[Keep ignoring, we're still party poopers](#act1e_ignore_continue)
[Actually, say yes.](#act1e_ignore_changetoyes)
@ -883,7 +889,7 @@ h: It's kinda rude to keep ignoring them though, no?
`bb({eyes:"normal_right"});`
b: Well other people always ignore *you* so
b: Well other people always ignore *us* so
```
hong({mouth:"shock", eyes:"shock"});
@ -904,7 +910,7 @@ b: so let's just call it even.
h: You're... letting me have fun?
b: Well, I mean, loneliness *can* kill you.
b: Well, I mean, loneliness *can* kill us.
`hong({eyes:"neutral", mouth:"neutral"});`
@ -960,9 +966,9 @@ b: DANGER DANGER DANGER DANGER DANGER DANGER
`bb({body:"fear", eyes:"fear", mouth:"normal"})`
[You're being *used* by other people.](#act1f_used_by_others)
[We're being *used* by other people.](#act1f_used_by_others)
[You're just *using* other people.](#act1f_using_others)
[We're just *using* other people.](#act1f_using_others)
[YOUR MATCH IS A SERIAL KILLER](#act1f_killer)
@ -981,11 +987,11 @@ b: in *here*.
(...3000)
```
bb({body:"normal", mouth:"normal", eyes:"normal"});
bb({body:"normal", mouth:"normal", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: Point is you're gonna die alone
b: The point is WE'RE GOING TO DIE ALONE
```
hong({mouth:"shock", eyes:"shock"});
@ -1071,7 +1077,7 @@ bb({body:"normal", mouth:"normal", eyes:"normal"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: Point is you're a manipulative creep
b: The point is we're a manipulative creep.
```
hong({mouth:"shock", eyes:"shock"});
@ -1092,15 +1098,15 @@ attack("30p", "bad");
b: They'll trap you in a well and force-feed you white bread to fatten you up so they can wear your skin like a suit!
{{/if}}
{{if _.seppuku}}
b: They'll bludgeon you with a pomodoro timer and slice your belly open and say "this is what slackers get, SEPUKKU'D"
{{if _.parasite}}
b: They'll bludgeon you with a pomodoro timer and say "YOU SHOULDA BEEN MORE PRODUCTIVE YOU PARASITE"
{{/if}}
{{if !_.whitebread && !_.seppuku}}
{{if !_.whitebread && !_.parasite}}
b: They'll tear your flesh to gory confetti, turn your entrails into streamers, and mix your blood into a punch bowl!
{{/if}}
{{if !_.whitebread && !_.seppuku}}
{{if !_.whitebread && !_.parasite}}
b: How's THAT for a party invite?!
{{/if}}
@ -1135,12 +1141,12 @@ h: i'm so sick of this game.
`Game.OVERRIDE_TEXT_SPEED = 1.5;`
h:
{{if _.fifteencigs}}"loneliness will kill you"... {{/if}}
{{if _.seppuku}}"be productive or you'll be dishonored"... {{/if}}
{{if _.whitebread}}"don't eat that, it'll kill you"... {{/if}}
{{if _.subtweet}}"they're talking behind your back"... {{/if}}
{{if _.fifteencigs}}"loneliness will kill us"... {{/if}}
{{if _.parasite}}"be productive or we're a parasite"... {{/if}}
{{if _.whitebread}}"don't eat that, it'll kill us"... {{/if}}
{{if _.subtweet}}"they're talking behind our back"... {{/if}}
{{if _.badnews}}"the world is burning"... {{/if}}
{{if _.hookuphole}}"you'll die alone"... {{/if}}
{{if _.hookuphole}}"we'll die alone"... {{/if}}
{{if _.serialkiller}}"they're a serial killer"... {{/if}}
{{if _.catmilk}}"cats can't digest milk"... {{/if}}
{{if _.pokemon}}a crappy parody song... {{/if}}
@ -1161,7 +1167,7 @@ b: It'll be okay.
`bb({body:"point_heart", eyes:"look_sad_smile", mouth:"smile"});`
b: As your loyal protector, I'll always keep an eye out for danger, and do my best to keep you safe.
b: As your loyal guard-wolf, I'll always keep an eye out for danger, and do my best to keep you safe.
`bb({body:"normal", eyes:"look_sad", mouth:"smile"});`
@ -1194,9 +1200,9 @@ b: Speaking of parties, about this weekend's invite. Here's my FINAL decision:
`bb({eyes:"normal"});`
[You should go.](#act1g_go) `Game.OVERRIDE_CHOICE_LINE=true`
[We should go.](#act1g_go) `Game.OVERRIDE_CHOICE_LINE=true`
[You should not go.](#act1g_dont) `Game.OVERRIDE_CHOICE_LINE=true`
[We should not go.](#act1g_dont) `Game.OVERRIDE_CHOICE_LINE=true`
# act1g_go
@ -1212,7 +1218,7 @@ b: Speaking of parties, about this weekend's invite. Here's my FINAL decision:
# act1h
b: You sh--
b: We sh--
```
bb({eyes:"wat", mouth:"small"});
@ -1297,11 +1303,11 @@ b: ..................
`bb({mouth:"normal"});`
[AHHHHH WE'RE GONNA DIE](#act1h_death) `Game.OVERRIDE_CHOICE_LINE = true;`
[AHHHH WE'RE GONNA DIE](#act1h_death) `Game.OVERRIDE_CHOICE_LINE = true;`
[AHHHHH EVERYONE HATES US](#act1h_loneliness) `Game.OVERRIDE_CHOICE_LINE = true;`
[AHHHH EVERYONE HATES US](#act1h_loneliness) `Game.OVERRIDE_CHOICE_LINE = true;`
[AHHHHH WE'RE HORRIBLE PEOPLE](#act1h_worthless) `Game.OVERRIDE_CHOICE_LINE = true;`
[AHHHH WE'RE HORRIBLE PEOPLE](#act1h_worthless) `Game.OVERRIDE_CHOICE_LINE = true;`
# act1h_death
@ -1310,7 +1316,7 @@ bb({body:"fear"});
Game.OVERRIDE_TEXT_SPEED = 3;
```
b: AHHHHH WE'RE GONNA DIE AAAAAAHHHHHHH
b: AHHHH WE'RE GONNA DIE AAAAAAHHHHHHH
```
hong({body:"3_defeated1"});
@ -1328,7 +1334,7 @@ bb({body:"fear"});
Game.OVERRIDE_TEXT_SPEED = 3;
```
b: AHHHHH EVERYONE HATES US AAAAAAHHHHHHH
b: AHHHH EVERYONE HATES US AAAAAAHHHHHHH
```
hong({body:"3_defeated1"});
@ -1346,7 +1352,7 @@ bb({body:"fear"});
Game.OVERRIDE_TEXT_SPEED = 3;
```
b: AHHHHH WE'RE HORRIBLE PEOPLE AAAAAAHHHHHHH
b: AHHHH WE'RE HORRIBLE PEOPLE AAAAAAHHHHHHH
```
hong({body:"3_defeated1"});
@ -1368,7 +1374,7 @@ n: CONGRATULATIONS
(...500)
n: YOU'VE SUCCESSFULLY PROTECTED YOUR HUMAN'S NEEDS FOR SAFETY, LOVE, AND GOODNESS
n: YOU'VE SUCCESSFULLY PROTECTED YOUR HUMAN'S PHYSICAL + SOCIAL + MORAL NEEDS
n: WHY, LOOK HOW GRATEFUL THEY ARE!
@ -1394,13 +1400,15 @@ n: *FINISH THEM*
b: Your phone was giving you a panic attack!
b: Zuckerberg and Co are hijacking your mental health for venture capitalist money!
```
bb({body:"fear", eyes:"fear"});
hong({body:"3_defeated2"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: Punish it! Destroy your phone! Kill it!
b: Punish your phone! Destroy it! Kill it!
```
Game.OVERRIDE_TEXT_SPEED = 2.5;

View File

@ -1,32 +0,0 @@
# act1_end
`SceneSetup.act1_end()`
(...1000)
`sfx("dramatic");`
(...1000)
n: FEARS YOU USED:
n: #harm# *BEING HARMED:* {{_.attack_harm}}
n: #alone# *BEING UNLOVED:* {{_.attack_alone}}
n: #bad# *BEING A BAD PERSON:* {{_.attack_bad}}
(...3000)
`Game.clearText()`
(...2000)
```
publish("TO_BE_CONTINUED");
sfx("fart");
```
(...2500)
`publish("END_OF_DEMO")`

View File

@ -2,9 +2,132 @@
`SceneSetup.act2();`
n: party words party words party words
{{if _.badnews && !_.factcheck}}
(#act2-preamble-news1)
{{/if}}
n: // callback: retweet news story, or subtweet, or Tinder serial killer (or: fallback - anxiety in general)
{{if _.badnews && _.factcheck}}
(#act2-preamble-news2)
{{/if}}
{{if _.catmilk}}
(#act2-preamble-cat)
{{/if}}
(#act2-preamble-tinder)
# act2-preamble-news1
a: But did you *see* that "news story" going viral?
h2: h-hi...
s: God I hate the news. It's all sensationalism and clickbait.
h2: n... nice party...
a: True, but they're just following incentives. The *real* problem is people who click the clickbait.
a: Who would retweet a terrible news story, and make all their friends feel bad?
s: Ugh, I know right?
(#act2-preamble-end)
# act2-preamble-news2
a: But did you *see* that "news story" going viral?
h2: h-hi...
s: Yeah, totally fake. Who would fall for that and retweet it?
h2: n... nice party...
a: Seriously dude. Like, hello, open up Google and factcheck first?
s: Ugh, I know right?
(#act2-preamble-end)
# act2-preamble-cat
a: Like I was saying man, the Meme Industrial Complex exploits cats.
h2: h-hi...
s: Do elaborate on this thesis.
h2: n... nice party...
a: Well, I saw someone retweet a GIF of a cat drinking milk yesterday.
a: They can't digest that shit! Who would retweet *animal abuse* like that?
s: Ugh, I know right?
(#act2-preamble-end)
# act2-preamble-tinder
a: So yeah they never replied back!
h2: h-hi...
s: Even though you both matched each other on Tinder?
h2: n... nice party...
{{if _.serialkiller}}
(#act2-preamble-serialkiller)
{{/if}}
{{if _.hookuphole}}
(#act2-preamble-hookuphole)
{{/if}}
{{if _.pokemon}}
(#act2-preamble-pokemon)
{{/if}}
# act2-preamble-serialkiller
a: Yeah I dunno! What, did they think I was a *serial killer* or something? So paranoid.
s: Ugh, I know right?
(#act2-preamble-end)
# act2-preamble-hookuphole
a: Yeah I dunno! Maybe they think hookups can't fill the hole in their heart?
a: Stop being such a prude! Open your mind, then your legs!
s: Ugh, I know right?
(#act2-preamble-end)
# act2-preamble-pokemon
a: Yeah I dunno! They weren't that hot, but they would have been a nice catch!
a: Gotta catch 'em all!
a: But, nope, they just had to tease my genitals like that.
s: Ugh, I know right?
(#act2-preamble-end)
# act2-preamble-end
```
Game.clearText();
@ -23,7 +146,7 @@ n: ROUND TWO: *FIGHT!*
[Oh no they all hate us!](#act2a_social)
[Ogling the host? Like a pervert?](#act2a_perv)
[Oh no the redhead is hot!](#act2a_perv)
[Hey, let's talk about the meaning of life.](#act2a_meaning)
@ -35,21 +158,27 @@ b: We're killing the good vibes! We're committing first-degree vibe-murder!
b: Human, we have to leave *now* before--
`_.a2_first_danger = 'social'`
```
_.a2_first_danger = 'social';
_.a2_attack_1 = "alone";
```
(#act2b)
# act2a_perv
`//b: // pokemon?`
b: And we were totally ogling them!
b: They're more attractive than you, which means if we even *look* at them, then--
b: They're more attractive than us, which means if we even *look* at them, then--
b: WE'RE CREEPS
b: We're creepy, crappy, bad bad bad terrible terrible perv--
b: We're creepy, evil, bad bad bad terrible terrible perv--
`_.a2_first_danger = 'perv'`
```
_.a2_first_danger = 'perv';
_.a2_attack_1 = "bad";
```
(#act2b)
@ -63,7 +192,10 @@ b: Everything dies anyway.
b: Humanity dies, the sun dies, the whole universe dies, what the heck are we supposed to--
`_.a2_first_danger = 'meaning'`
```
_.a2_first_danger = 'meaning';
_.a2_attack_1 = "bad";
```
(#act2b)
@ -77,14 +209,16 @@ b: ...
b: *GASP*
[I must warn you *LOUDER!*](#act2b_louder)
b: I MUST WARN YOU...
[*LOUDER!*](#act2b_louder)
{{if _.a2_first_danger=="social"}}
[I must warn you about a *different* social danger!](#act2b_different_social)
[About a *different* social danger!](#act2b_different_social)
{{/if}}
{{if _.a2_first_danger=="perv" || _.a2_first_danger=="meaning"}}
[I must warn you about a *different* moral danger!](#act2b_different_moral)
[About a *different* moral danger!](#act2b_different_moral)
{{/if}}
[You're ignoring danger! That's dangerous!](#act2b_ignore)
@ -113,7 +247,10 @@ b: You'll create a deadly outbreak of SAD LUMP SYNDROME
b: We need to get out of here and quarantine ourselves forever in a small room with Netflix and food delivery!
`_.a2_second_danger = 'netflix'`
```
_.a2_second_danger = 'netflix';
_.a2_attack_2 = "alone";
```
(#act2c)
@ -125,7 +262,10 @@ b: Creep Law, Section 74.5: (1) Any Person who checks out (a) that sweet ass (b)
b: "A BIG DISGUSTING TRASH PERVERT"
`_.a2_second_danger = 'law'`
```
_.a2_second_danger = 'law';
_.a2_attack_2 = "bad";
```
(#act2c)
@ -143,7 +283,10 @@ b: which was used in World War I to KILL MILLIONS OF PEOPLE
b: IT'S THE BUTTERFLY EFFECT, HUMAN! HOW MANY PEOPLE ARE YOU ACCIDENTALLY KILLING RIGHT NOW
`_.a2_second_danger = 'butterfly'`
```
_.a2_second_danger = 'butterfly';
_.a2_attack_2 = "bad";
```
(#act2c)
@ -159,7 +302,10 @@ b: A shallow life with shallow friends who only know the shallow you!
b: Human, we need to run away from these dopamine-zombies before they turn us into one of them!
`_.a2_second_danger = 'zombies'`
```
_.a2_second_danger = 'zombies';
_.a2_attack_2 = "alone";
```
(#act2c)
@ -175,7 +321,10 @@ b: WE'RE DOING NOTHING.
b: BY PARTYING, WE'RE HELPING *HITLER*.
`_.a2_second_danger = 'hitler'`
```
_.a2_second_danger = 'hitler';
_.a2_attack_2 = "bad";
```
(#act2c)
@ -189,7 +338,10 @@ b: You won't even smell the poison! You'll just get sleepy and then you'll--
b: DIEEEEEEEEEEEEEEEEEE
`_.a2_second_danger = 'ignore'`
```
_.a2_second_danger = 'ignore';
_.a2_attack_2 = "harm";
```
(#act2c)
@ -201,20 +353,22 @@ b: ...
b: Oh thank goodness human, I think you can hear me again!
b: I SHALL WARN YOU...
{{if _.a2_first_choice=="louder"}}
[I'll warn you *EVEN LOUDER!*](#act2c_louder)
[*EVEN LOUDER!*](#act2c_louder)
{{/if}}
{{if _.a2_first_choice!="louder"}}
[I'll warn you *LOUDER!*](#act2c_louder)
[*LOUDER!*](#act2c_louder)
{{/if}}
{{if _.a2_first_danger=="social"}}
[I'll warn you about *another* social danger!](#act2c_different_social)
[About *another* social danger!](#act2c_different_social)
{{/if}}
{{if _.a2_first_danger=="perv" || _.a2_first_danger=="meaning"}}
[I'll warn you about *another* moral danger!](#act2c_different_moral)
[About *another* moral danger!](#act2c_different_moral)
{{/if}}
[Did you check that punch before drinking?](#act2c_punch)
@ -253,33 +407,42 @@ b: We need to move to the Canadian Yukon territories, and have our food delivere
b: And then they'd have to sterilize the drone to rid it of our SAD LUMP GERMS
`_.a2_first_attack = "alone"`
```
_.a2_first_attack = "alone";
_.a2_attack_3 = "alone";
```
(#act2d)
# act2c_louder_law
b: The BIG DISGUSTING TRASH PERVERT shall be sentenced to 48 hours in one of those medieval public-humiliation devices
b: The BIG DISGUSTING TRASH PERVERT shall be sentenced to 72 hours in one of those medieval public-humiliation devices
b: unless they're actually *into* that sort of thing
b: in which case that proves them being a BIG DISGUSTING TRASH PERVERT
b: in which case that further proves them being a BIG DISGUSTING TRASH PERVERT
`_.a2_first_attack = "bad"`
```
_.a2_first_attack = "bad";
_.a2_attack_3 = "bad";
```
(#act2d)
# act2c_louder_butterfly
b: BUTTERFLY EFFECT! Did you drive to this party in your fossil-fuel car?
b: BUTTERFLY EFFECT! You're using a non-biodegradable plastic cup?
b: BAM, ONE KID DROWNED IN FLORIDA.
b: BAM, A LANDFILL LEAKS POISON AND KILLS A KID
b: Remember when you said that mean thing to that stranger online?
b: BAM, THEY'RE PROBABLY SUICIDED BY NOW
`_.a2_first_attack = "bad"`
```
_.a2_first_attack = "bad";
_.a2_attack_3 = "bad";
```
(#act2d)
@ -291,7 +454,10 @@ b: LIIIIIKES. LIIIIIIIIIIKES.
b: And they'll bite you and turn you into a brainless bro and/or thoughtless thot!
`_.a2_first_attack = "bad"`
```
_.a2_first_attack = "bad";
_.a2_attack_3 = "bad";
```
(#act2d)
@ -301,11 +467,14 @@ b: THE NAZIS ARE GOOSE-STEPPING BACK ON THE STREETS RIGHT NOW
b: And they're saying:
b: *Good thing those 'good folks' slacked off with crap like 'relaxing' and 'self-care'!*
b: *Good thing those 'good folks' slacked off with stuff like 'relaxing' and 'self-care'!*
b: *Now our plans can go fourth, reich on schedule!*
`_.a2_first_attack = "bad"`
```
_.a2_first_attack = "bad";
_.a2_attack_3 = "bad";
```
(#act2d)
@ -317,7 +486,10 @@ b: What if we're all being poisoned *RIGHT NOW?*
b: WE WOULDN'T EVEN KNOW. ONE MOMENT WE'RE HERE, NEXT MOMENT WE STOP EXISTING FOREVER AND EVER AND EV--
`_.a2_first_attack = "harm"`
```
_.a2_first_attack = "harm";
_.a2_attack_3 = "harm";
```
(#act2d)
@ -329,7 +501,10 @@ b: What if something irreversibly broke inside of us a long time ago? Or never e
b: Ahhh we're broken! We're so broken so broken so brok--
`_.a2_first_attack = "alone"`
```
_.a2_first_attack = "alone";
_.a2_attack_3 = "alone";
```
(#act2d)
@ -343,7 +518,10 @@ b: What if it's in our nature to hurt others? What if we can't be anything *othe
b: Ahhh we're broken! We're so broken so broken so brok--
`_.a2_first_attack = "bad"`
```
_.a2_first_attack = "bad";
_.a2_attack_3 = "bad";
```
(#act2d)
@ -355,7 +533,10 @@ b: Human, is your head hurting? Do your limbs feel limp? I think we're dying. We
b: HUMAN, WE'RE DYING. WE'RE DYING WE'RE DYING WE'RE DYI--
`_.a2_first_attack = "harm"`
```
_.a2_first_attack = "harm";
_.a2_attack_3 = "harm";
```
(#act2d)
@ -363,10 +544,24 @@ b: HUMAN, WE'RE DYING. WE'RE DYING WE'RE DYING WE'RE DYI--
```
hong({body:"attacked"});
attack("30p", _.a2_first_attack);
attack("20p", _.a2_attack_1);
```
(...2500)
(...301)
```
hong({body:"attacked"});
attack("20p", _.a2_attack_2);
```
(...301)
```
hong({body:"attacked"});
attack("20p", _.a2_attack_3);
```
(...301)
h: FUCK!
@ -382,7 +577,7 @@ b: Why did you try ignoring me?
`hong({body:"yell"})`
h: Holy whoring hell, you stupid sack of shit.
h: Holy hell, you stupid sack of shit.
h: You know that Native American story?
@ -477,9 +672,9 @@ b: ...
[...jeez human. That's really hurtful.](#act2e_hurtful)
[What happened to "your feelings are valid"?](#act2e_valid)
[What about "your feelings are valid"?](#act2e_valid)
[We share the same brain. We're equally rational.](#act2e_rational)
[We share a brain. We're equally rational.](#act2e_rational)
# act2e_hurtful
@ -559,11 +754,13 @@ b: How do you think *I* feel, human?!
b: I'm trying my best to be your guard-dog, but you keep seeing me as some Big Bad Wolf!
b: So I try even *harder* to alert you to danger. More danger! Louder danger!
b: So I try even *harder* to alert you to danger! More danger! Louder danger!
b: But no matter how hard I try to protect you, you *still* think of me as your enemy!
b: But no matter how hard I try to protect you, you *still* think I'm your enemy!
b: I *know* I suck at my job! But I'm *trying*, human!
b: What am I doing wrong?!
b: I *know* I suck at my job. But I'm *trying*, human!
b: ...I'm trying.
@ -571,7 +768,7 @@ b: You don't have to heed my warnings, or agree with me, or even *like* me.
b: I just... all I want is for you to be patient with me.
b: I just want for you to sit with me for a while, instead of turning away from m--
b: I just want for you to sit with me for a while, instead of turning away and--
`publish("act2-party-action", ["twist1"]);`
@ -594,9 +791,13 @@ h2: (nods)
r: You're not alone, friend. Anxiety's super common.
r: Hell, just yesterday, I heard someone curled up into an armadillo ball and cried in public!
{{if _.act1_ending=="fight"}}
r: Heck, just yesterday, I heard someone on campus had a nervous breakdown and smashed their phone!
{{/if}}
`// r: Heck, just yesterday, I heard someone on campus had a nervous breakdown and smashed their phone / curled up into a ball and cried!`
{{if _.act1_ending=="flight"}}
r: Hell, just yesterday, I heard someone curled up into an armadillo ball and cried in public!
{{/if}}
h2: huh imagine that.
@ -638,9 +839,9 @@ publish("hp_show");
(...3500)
[Oh God.](#act2g_oh) `Game.OVERRIDE_CHOICE_LINE=true`
[Oh my God.](#act2g_oh) `Game.OVERRIDE_CHOICE_LINE=true`
[Please don't do this.](#act2g_please) `Game.OVERRIDE_CHOICE_LINE=true`
[This is a bad coping mechanism.](#act2g_please) `Game.OVERRIDE_CHOICE_LINE=true`
[We don't know what's in that drink.](#act2g_we) `Game.OVERRIDE_CHOICE_LINE=true`
@ -652,7 +853,7 @@ b: O--
# act2g_please
b: P--
b: T--
(#act2g)
@ -685,10 +886,10 @@ b: This is bad, human. This is really, really bad.
[This is *actually* how addiction starts.](#act2h_opt1) `Game.OVERRIDE_CHOICE_LINE=true`
[They could've put something bad in there.](#act2h_opt2) `Game.OVERRIDE_CHOICE_LINE=true`
[I *knew* the host was deeply messed up!](#act2h_opt3) `Game.OVERRIDE_CHOICE_LINE=true`
[Also, they could have drugged that!](#act2h_opt2) `Game.OVERRIDE_CHOICE_LINE=true`
# act2h_opt1
@ -698,7 +899,7 @@ b: This is *actu*--
# act2h_opt2
b: They could've--
b: Also, they co--
(#act2h)
@ -753,10 +954,10 @@ h: You're gonna yap more stupid words at me again to try t--
```
bb({body:"special_2"});
sfx("shoryuken");
sfx("hadouken");
```
(...1251)
(...901)
(#act2i)
@ -783,9 +984,19 @@ Game.FORCE_CANT_SKIP = false;
h: WHAT THE HELL WAS THAT
b: I'm sorry. It was the only way.
b: I'm sorry. I needed to show you the consequences.
h: I COULD *SEE* IT. I COULD *FEEL* IT. // the blood, the guilt, the humiliation
{{if _.SPECIAL_ATTACK=="harm"}}
h: I COULD *SEE* MY OWN CORPSE. I COULD *FEEL* THE SENSATION OF BEING ACTUALLY DEAD.
{{/if}}
{{if _.SPECIAL_ATTACK=="alone"}}
h: I COULD *SEE* EVERYONE'S LOOK OF DISGUST. I COULD *HEAR* ALL THE THINGS THEY SAID.
{{/if}}
{{if _.SPECIAL_ATTACK=="bad"}}
h: I COULD *HEAR* THE CRUNCHING OF RIBS. I COULD *TASTE* THE BLOOD IN THE AIR.
{{/if}}
b: I'm sorry, human.
@ -797,7 +1008,9 @@ n: *FINISH THEM*
# act2j_fight
b: They were taking advantage of you.
b: That psychopath was taking advantage of you.
b: They were trying to corrupt you, make you as messed up as they are!
b: Punch that jerk! Knock their friggin' lights out!
@ -811,7 +1024,7 @@ b: PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM
# act2j_flight
b: I *knew* all these partygoers were messed up. They all dull their pain with horrible things!
b: I *knew* all these partygoers were deeply messed up. They all dull their pain with horrible things!
b: And they're tricking you into doing the same thing! They're corrupting you! We need to get out!
@ -870,7 +1083,7 @@ music('party1', {volume:0.6, fade:6});
r: are *kinky*.
r: I like that. Come to my party next weekend, babe.
r: I like that. Come to my party next weekend, cutie.
`publish("act2-party-action", ["end_run"]);`
@ -886,7 +1099,7 @@ h2: ok sorry i have to go
r: Ah, the voice won, huh?
r: Come to my party next weekend, babe. I'll mix something even stronger for ya.
r: Come to my party next weekend, cutie. I'll mix something even stronger for ya.
`publish("act2-party-action", ["end_run"]);`
@ -961,4 +1174,8 @@ publish("act2-outro", ["end6"]);
`sfx("grass_step2", {volume:0.25});`
(...3000)
(...3000)
`_.INTERMISSION_STAGE = 2;`
(#intermission)

View File

@ -22,7 +22,7 @@ r: Hmmm, ya sure 'bout that?
h2: What, you've got *another* dare for me?
r: Sure do, babe. See that swimming pool *all* the way down there?
r: Sure do, cutie. See that swimming pool *all* the way down there?
```
publish('hong-next');
@ -67,7 +67,7 @@ h2: But not for long.
```
Game.clearText();
publish("act3-out");
music('battle_dark', {volume:0.7, fade:1});
music('battle_dark', {volume:1.0, fade:1});
```
(...1500)
@ -166,7 +166,7 @@ h: Look asshole, we *all* have a way of shutting you the fuck up.
h: Some people throw themselves into work.
h: Some people throw themselves into sex and drugs and refreshing their Facebook feed.
h: Some people throw themselves into sex, drugs, and refreshing their Facebook feed.
h: Some people throw themselves into other people.
@ -353,10 +353,6 @@ h: All the wise folk of our time agree: negative emotions are *bad!*
h: Duh! That's why they're called *negative!*
h: So the only good negative emotion...
h: Is a *dead* negative emotion.
b: human... please...
h: A while back, I said: “I just want to be free from all this pain.”
@ -393,7 +389,7 @@ h: ...you're *sorry.*
h: ...
h: Sorry for *what*, you big fuzzy moron?
h: Sorry for *what*?
(#act3_good_2q)
@ -589,11 +585,13 @@ Game.FORCE_CANT_SKIP = true;
(...501)
`publish('hong-next')`
```
publish('hong-next');
Game.FORCE_CANT_SKIP = false;
sfx("lock_door");
```
`Game.FORCE_CANT_SKIP = false;`
(...1001)
(...2001)
r: Did they just lock the door?
@ -601,6 +599,14 @@ r: ...
r: shit.
```
Game.clearAll();
_.INJURED = false;
```
(...2000)
(#act4)
@ -694,4 +700,39 @@ publish("hunter-roof", ["front_shock"]);
b: NO!
(...400)
```
Game.clearText();
publish("act4-injury-show");
```
(...2000)
`publish("act4-injury", [1]);`
(...2000)
`publish("act4-injury", [0]);`
(...2000)
`publish("act4-injury", [2]);`
(...2000)
`publish("act4-injury", [0]);`
(...2000)
`publish("act4-injury", [3]);`
(...2000)
`publish("act4-injury", [0]);`
(...5000)
`_.INJURED = true;`
(#act4)

View File

@ -2,11 +2,6 @@
```
SceneSetup.act4();
_.INJURED = true;
_.TOP_FEAR = "alone";
_.a2_end = "fight";
_.FIRST_FEAR = "bad";
//Game.FORCE_CANT_SKIP = true;
```
(...2001)
@ -29,7 +24,7 @@ h: *sigh*
h: So what the hell was the moral of this story?
h: What did I even *learn?* I *was* being stupid, my "friends" *were* using me, and we almost fucking *died*.
h: What did we even *learn*? I *was* being stupid, my "friends" *were* using me, and we almost fucking *died*.
{{if _.INJURED}}
[Yeah, not to mention the hospital bill.](#act4a_bill)
@ -128,6 +123,8 @@ sfx("grass_step1");
# act4b_2
`music('dontfight',{fade:5, volume:0.6})`
b: I'm not a Big Bad Wolf. But I'm not a guard-wolf either.
b: I'm a battered shelter dog.
@ -152,7 +149,7 @@ h: Dear inner wolf... how are *you* feeling?
n2: TOTAL FEARS USED:
n2: *HARMED* 3, *UNLOVED* 4, *BAD PERSON* 2
n2: *HARMED* {{_.attack_harm_total}}, *UNLOVED* {{_.attack_alone_total}}, *BAD PERSON* {{_.attack_bad_total}}
n2: WHAT FEAR DO YOU WANT TO TALK ABOUT FIRST? (YOU CAN DO THE OTHERS LATER)
@ -174,9 +171,11 @@ _.a4_talked_about_harm = true;
_.a4_fears_discussed += 1;
```
b: (insert callbacks to harm-fears you used)
`//b: (insert callbacks to harm-fears you used)`
b: Gosh, there's so many dangerous things in the world!
b: I want to protect your need for physical safety,
b: But, gosh, there's so many dangerous things in the world!
{{if _.a4_fears_discussed==1}}
b: I dunno, what do *you* think, human?
@ -190,15 +189,17 @@ b: Again, back to you, human. What do you think?
b: More thoughts, human?
{{/if}}
[You're right. So how can we protect ourselves?](#act4_harm_skills)
`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
[I think let's expose ourselves to *more* danger.](#act4_harm_exposure)
[You're right. So let's protect ourselves.](#act4_harm_skills)
[Thank you.](#act4_thanks) `_.thanks_for = "physical safety"`
[Let's expose ourselves to *more* danger.](#act4_harm_exposure)
[Thank you.](#act4_thanks) `_.thanks_for = "physical safety";`
# act4_harm_skills
b: Well, I have claws, but I'm just a metaphor.
b: But... how? I have fangs and claws, but I'm just a metaphor.
h: We could pick up self-defense? Improve our general health? Learn to better assert our boundaries?
@ -405,9 +406,11 @@ _.a4_talked_about_alone = true;
_.a4_fears_discussed += 1;
```
b: (insert callbacks to alone-fears you used)
`//b: (insert callbacks to alone-fears you used)`
b: Will we be loved? *Can* we be loved?
b: I want to make sure you get your social needs met, the human need to belong...
b: But, I worry: will we ever be loved? *Can* we ever be loved?
{{if _.a4_fears_discussed==1}}
b: I dunno, what do *you* think, human?
@ -421,11 +424,13 @@ b: Again, back to you, human. What do you think?
b: More thoughts, human?
{{/if}}
`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
[I agree I'd like to work on our social life.](#act4_alone_skills)
[I think people like us. Let's find out?](#act4_alone_experiment)
[Thank you.](#act4_thanks) `_.thanks_for = "social belonging"`
[Thank you.](#act4_thanks) `_.thanks_for = "social belonging";`
# act4_alone_skills
@ -560,9 +565,11 @@ _.a4_talked_about_bad = true;
_.a4_fears_discussed += 1;
```
b: (insert callbacks to bad-fears you used)
`//b: (insert callbacks to bad-fears you used)`
b: It just feels like we're so... broken.
b: I want to defend your moral needs, that drive to become a better person,
b: But it just feels like we're so... broken.
{{if _.INJURED}}
b: And don't tell me we're *not* messed up. We jumped off a *roof*.
@ -584,11 +591,13 @@ b: Again, back to you, human. What do you think?
b: More thoughts, human?
{{/if}}
`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
[So we're broken. Let's fix us.](#act4_bad_fix)
[So we're broken. Let's accept it.](#act4_bad_accept)
[Thank you.](#act4_thanks) `_.thanks_for = "moral well-being"`
[Thank you.](#act4_thanks) `_.thanks_for = "moral well-being";`
# act4_bad_fix
@ -638,7 +647,7 @@ b: If we're content with life, will we stop driving ourselves to do great things
h: ...
h: If we even fear "running out of fears",
h: If we even have a fear of "running out of fears",
h: I don't think we're gonna run out of fears.
@ -713,7 +722,7 @@ b: Having a mental disorder *sucks!* It robs people of *lives!* Why should we "a
h: I think therapists mean "accept" our emotions as in: be patient with them.
h: Like how struggling in quicksand makes you sink faster, and the solution is to patiently lie flat...
h: Like how struggling in quicksand makes you sink faster, and the solution is to patiently lie flat,
{{if _.INJURED}}
h: Fighting against you, my fear, lead me to jump off a roof.
@ -800,7 +809,10 @@ h: Good chat, team.
# act4c
`Game.clearText()`
```
Game.clearText();
music(null,{fade:3});
```
b: ...
@ -810,9 +822,9 @@ b: This isn't some *game*, you know.
b: Building a better relationship with your emotions isn't as simple as clicking buttons on a screen.
b: Can we *really* get along, human?
b: *Can* we work as a team?
b: Can we *really* work as a team?
b: *Can* we be on the same side?
h: Well,
@ -824,6 +836,7 @@ publish("smash",[3]);
publish("act4-in-2");
publish("outside-hong", ["look-back"]);
publish("al-shire", ["ask"]);
music('campus', {volume:0.5, fade:1});
```
(...1600)
@ -848,6 +861,8 @@ s: They were enjoying peace and quiet, then we interrupted them! We're such a bu
a: I- I mean- it's, it's okay if not, I just...
`Game.OVERRIDE_CHOICE_SPEAKER = "h2"`
[Wait, didn't I see you at the party?](#act4d_recognition)
[Yeah, of course! Come here.](#act4d_yes)
@ -856,9 +871,17 @@ a: I- I mean- it's, it's okay if not, I just...
# act4d_recognition
h2: Yeah it was the first party, where I had that panic attack and {{if _.a2_end=="fight"}}punched the host.{{/if}}{{if _.a2_end=="flight"}}ran out crying.{{/if}}
{{if _.a2_ending=="fight"}}
h2: Yeah it was the first party, where I had that panic attack and punched the host.
{{/if}}
h3: Ah, sorry, didn't mean to put you on the spot!
{{if _.a2_ending=="flight"}}
h2: Yeah it was the first party, where I had that panic attack and ran out crying.
{{/if}}
b: Hang on human, we might be making them uncomfortable.
h2: Ah, I don't mean to put you on the spot!
h2: Just remembering a friendly face, is all.
@ -880,7 +903,9 @@ s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OT
# act4d_yes
h3: Ah, I don't mean to make you feel awkward!
b: Hang on human, we might be making them uncomfortable.
h2: Ah, I don't mean to make you feel awkward!
h2: Just saying, you can sit here if you want to.
@ -902,7 +927,9 @@ s: GAH, WE ALWAYS MAKE OTHERS FEEL UNCOMFORTABLE! WE'RE TERRIBLE!
# act4d_no
h3: Ah, I didn't mean to come off as rude!
b: Hang on human, we might be making them uncomfortable.
h2: Ah, I didn't mean to come off as rude!
{{if _.INJURED}}
h2: It's just that, well, I jumped off a roof and almost killed myself.
@ -951,7 +978,7 @@ h: Huh. Wonder what *that* was about.
h: Anyway, you were saying?
b: Uh, I forget? Something about work and teams?
b: Uh, I forget? Something about teams and sides?
h: (shrug)
@ -959,7 +986,7 @@ b: They say you should "make peace" with your emotions, as if your emotions are
b: But I want us to make *more* than mere peace! I want us to be *allies!*
b: I want to be a good guard-dog. I want to protect you.
b: I want to be a good guard-dog. I want to protect you and your needs for safety, belonging, and goodness.
b: But I suck at it, so I need you to train me.
@ -979,15 +1006,21 @@ b: Maybe you can tame this wolf.
(...1000)
[Good dog.](#act4f-pat-bb)
`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
[Good human.](#act4f-pat-hong)
[Good dog.](#act4f-pat-bb) `Game.OVERRIDE_CHOICE_SPEAKER = "h"`
`Game.OVERRIDE_CHOICE_SPEAKER = "b"`
[Good human.](#act4f-pat-hong) `Game.OVERRIDE_CHOICE_SPEAKER = "b"`
# act4f-pat-hong
```
Game.clearText();
Game.FORCE_CANT_SKIP = true;
music(null,{fade:0.5});
sfx("youbothwin");
```
`publish("end-pat", ["pat-hong-1"])`
@ -1012,7 +1045,7 @@ Game.FORCE_CANT_SKIP = true;
`publish("end-pat", ["pat-hong-2"])`
(...2001)
(...6501)
`publish("end-pat", ["pat-hong-3"])`
@ -1025,6 +1058,8 @@ Game.FORCE_CANT_SKIP = true;
```
Game.clearText();
Game.FORCE_CANT_SKIP = true;
music(null,{fade:0.5});
sfx("youbothwin");
```
`publish("end-pat", ["pat-bb-1"])`
@ -1049,7 +1084,7 @@ Game.FORCE_CANT_SKIP = true;
`publish("end-pat", ["pat-bb-2"])`
(...2001)
(...6501)
`publish("end-pat", ["pat-bb-3"])`
@ -1064,18 +1099,23 @@ Game.FORCE_CANT_SKIP = false;
publish("end-pat", ["freak-out"])
```
{{if _.FIRST_FEAR=="harm"}}
{{if _.fifteencigs}}
b: AAAAA YOU'RE STILL BEING ALONE FIFTEEN CIGARETTES AAAAA
{{/if}}
{{if _.FIRST_FEAR=="alone"}}
{{if _.parasite}}
b: AAAAA YOU'RE STILL NOT BEING PRODUCTIVE AAAAA
{{/if}}
{{if _.FIRST_FEAR=="bad"}}
{{if _.whitebread}}
b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
{{/if}}
`sfx("yaps");`
```
sfx("yaps");
Game.FORCE_CANT_SKIP = true;
```
b: YAP YAP YAP YAP YAP
(#credits)

9
scenes/credits.md Normal file
View File

@ -0,0 +1,9 @@
# credits
`music('credits', {NO_LOOP:true, volume:0.7});`
(...1884)
`SceneSetup.credits()`
n: *CREDITS ROLL* (and mental health resource links)

View File

@ -1,7 +1,12 @@
# intermission-1
# intermission
`Game.clearAll();`
(...2000)
```
SceneSetup.intermission(1);
_.INTERMISSION_STAGE = _.INTERMISSION_STAGE ? _.INTERMISSION_STAGE : 1;
SceneSetup.intermission(_.INTERMISSION_STAGE);
Game.FORCE_CANT_SKIP = true;
```
@ -13,11 +18,12 @@ publish("show_stats");
n2: FEARS YOU USED:
i: #harm# *BEING HARMED:* {{_.attack_harm}}
i: #harm# *BEING HARMED:* {{_.INTERMISSION_STAGE==1 ? _.attack_harm_ch1 : _.attack_harm_ch2}}
i: #alone# *BEING UNLOVED:* {{_.attack_alone}}
i: #alone# *BEING UNLOVED:* {{_.INTERMISSION_STAGE==1 ? _.attack_alone_ch1 : _.attack_alone_ch2}}
i: #bad# *BEING A BAD PERSON:* {{_.INTERMISSION_STAGE==1 ? _.attack_bad_ch1 : _.attack_bad_ch2}}
i: #bad# *BEING A BAD PERSON:* {{_.attack_bad}}
```
publish("set_how_many_prompts", [1]);
@ -34,34 +40,10 @@ sfx("yelp", {volume:0.5});
(...2000)
{{if _.INTERMISSION_STAGE==1}}
(#act2)
{{/if}}
# intermission-2
```
SceneSetup.intermission(2);
Game.FORCE_CANT_SKIP = true;
```
(...6000)
```
publish("show_stats");
```
n2: FEARS YOU USED:
i: #harm# *BEING HARMED:* {{_.attack_harm}}
i: #alone# *BEING UNLOVED:* {{_.attack_alone}}
```
publish("set_how_many_prompts", [1]);
Game.FORCE_CANT_SKIP = false;
Game.CLICK_TO_ADVANCE = true;
```
i: #bad# *BEING A BAD PERSON:* {{_.attack_bad}}
(#act3)
{{if _.INTERMISSION_STAGE==2}}
(#act3)
{{/if}}

View File

@ -190,7 +190,8 @@ function BG_Act1_Outro(){
// NEXT SCENE?
if(frameTicker>=320/30){
Game.goto("act1_end");
_.INTERMISSION_STAGE = 1;
Game.goto("intermission");
}
};

View File

@ -1,8 +1,6 @@
Loader.addSounds([
{ id:"music_battle", src:"sounds/music/battle.mp3" },
{ id:"music_pokemon", src:"sounds/music/pokemon.mp3" },
{ id:"dramatic", src:"sounds/sfx/dramatic.mp3" },
{ id:"fart", src:"sounds/sfx/fart.mp3" }
]);
@ -14,9 +12,10 @@ SceneSetup.act1 = function(){
HP.reset();
// ATTACKS
_.attack_harm = 0;
_.attack_alone = 0;
_.attack_bad = 0;
_.CHAPTER = 1;
_.attack_harm_ch1 = 0;
_.attack_alone_ch1 = 0;
_.attack_bad_ch1 = 0;
// Background
var bg = new BG_Anxiety();
@ -45,26 +44,4 @@ SceneSetup.act1_outro = function(){
var bg = new BG_Act1_Outro();
Game.scene.children.push(bg);
};
SceneSetup.act1_end = function(){
Game.resetScene();
music(null);
stopAllSounds();
// HACK
Game.TEXT_SPEED = 50;
Game.FORCE_TEXT_Y = 52;
Game.FORCE_CANT_SKIP = true;
$("#game_container").style.background = "#000";
$("#game_choices").style.display = "none";
// KILL
Game.scene.kill = function(){
Game.FORCE_TEXT_Y = -1;
Game.FORCE_CANT_SKIP = false;
$("#game_container").style.background = "";
$("#game_choices").style.display = "";
};
};

View File

@ -8,7 +8,7 @@ Loader.addImages([
Loader.addSounds([
{ id:"squeak", src:"sounds/sfx/squeak.mp3" },
{ id:"record_scratch", src:"sounds/sfx/record_scratch.mp3" },
{ id:"shoryuken", src:"sounds/sfx/shoryuken.mp3" }
{ id:"hadouken", src:"sounds/sfx/hadouken.mp3" }
]);
function BG_Party(){

View File

@ -10,9 +10,10 @@ SceneSetup.act2 = function(){
HP.reset();
// ATTACKS (TODO: ACT I, ACT II...???)
_.attack_harm = 0;
_.attack_alone = 0;
_.attack_bad = 0;
_.CHAPTER = 2;
_.attack_harm_ch2 = 0;
_.attack_alone_ch2 = 0;
_.attack_bad_ch2 = 0;
// Music
music('party1', {volume:0.6});

View File

@ -1,7 +1,12 @@
Loader.addImages([
{ id:"rooftop_bg", src:"sprites/act3/rooftop_bg.png" },
{ id:"rooftop_hunter", src:"sprites/act3/hunter.png" },
{ id:"rooftop_hong", src:"sprites/act3/hong.png" }
{ id:"rooftop_hong", src:"sprites/act3/hong.png" },
{ id:"hospital", src:"sprites/act3/hospital.png" },
]);
Loader.addSounds([
{ id:"lock_door", src:"sounds/sfx/lock_door.mp3" }
]);
function BG_Rooftop(){
@ -40,6 +45,14 @@ function BG_Rooftop(){
self.hong = new Act3_Hong();
self.beebee = new Act3_Beebee();
// Hospital scene
self.hospitalSprite = new Sprite({
image: Library.images.hospital,
grid:{ width:4, height:1 },
frame:{ width:720, height:1200 },
});
self.hospitalSprite.visible = false;
// LAYERS
self.layers = [
self.bgSprite,
@ -123,13 +136,21 @@ function BG_Rooftop(){
ctx.save();
for(var i=0; i<self.layers.length; i++){
var layer = self.layers[i];
layer.x = PARALLAXES[i] * parallax;// - OFFSETS[i];
if(ALPHAS[i]>0){
ctx.globalAlpha = ALPHAS[i];
layer.draw(ctx);
if(!self.hospitalSprite.visible){
for(var i=0; i<self.layers.length; i++){
var layer = self.layers[i];
layer.x = PARALLAXES[i] * parallax;// - OFFSETS[i];
if(ALPHAS[i]>0){
ctx.globalAlpha = ALPHAS[i];
layer.draw(ctx);
}
}
}else{
self.hospitalSprite.draw(ctx);
}
ctx.restore();
@ -177,6 +198,14 @@ function BG_Rooftop(){
subscribe("start-walkaway-anim", function(){
self.hongSprite.gotoFrame(23);
self.hunterSprite.gotoFrameByName("side_smile");
}),
// INJURY
subscribe("act4-injury-show", function(frame){
self.hospitalSprite.visible = true;
}),
subscribe("act4-injury", function(frame){
self.hospitalSprite.gotoFrame(frame);
})
);

View File

@ -11,9 +11,7 @@ SceneSetup.act3 = function(){
HP.reset();
// ATTACKS
_.attack_harm = 0;
_.attack_alone = 0;
_.attack_bad = 0;
_.CHAPTER = 3;
// Music
music('party2', {volume:0.6});

View File

@ -13,8 +13,7 @@ Loader.addImages([
Loader.addSounds([
{ id:"yaps", src:"sounds/sfx/yaps.mp3" },
/*{ id:"record_scratch", src:"sounds/sfx/record_scratch.mp3" },
{ id:"shoryuken", src:"sounds/sfx/shoryuken.mp3" }*/
{ id:"youbothwin", src:"sounds/sfx/youbothwin.mp3" }
]);
function BG_Act4(){
@ -243,6 +242,9 @@ function BG_Act4(){
PARALLAXING = "out";
sfx("whoosh");
// IT'S WHITE IN HERE
window.BLACK_CTA = true;
}),
subscribe("act4-in-2", function(){
@ -254,6 +256,9 @@ function BG_Act4(){
PARALLAXING = "in";
sfx("whoosh");
// IT'S DARK OUT HERE
window.BLACK_CTA = false;
}),
subscribe("act4-out-3", function(){
@ -262,6 +267,9 @@ function BG_Act4(){
PARALLAXING = "out";
sfx("whoosh");
// IT'S WHITE IN HERE
window.BLACK_CTA = true;
}),
subscribe("outside-hong", function(frame){
if(_.INJURED) frame += "-injured";
@ -298,6 +306,7 @@ function BG_Act4(){
self.kill = function(){
_subscriptions.forEach(unsubscribe);
window.BLACK_CTA = false; // back to normal
};
}

View File

@ -1,5 +1,5 @@
Loader.addSounds([
{ id:"music_party1", src:"sounds/music/party1.mp3" }
{ id:"music_dontfight", src:"sounds/music/dontfight.mp3" }
]);
SceneSetup.act4 = function(){
@ -9,11 +9,32 @@ SceneSetup.act4 = function(){
// RESET HP
HP.reset();
// ATTACKS (TODO: ACT I, ACT II...???)
_.attack_harm = 0;
_.attack_alone = 0;
_.attack_bad = 0;
// ATTACKS
_.CHAPTER = 4;
_.attack_harm_ch1 = (_.attack_harm_ch1==undefined) ? 0 : _.attack_harm_ch1;
_.attack_alone_ch1 = (_.attack_alone_ch1==undefined) ? 0 : _.attack_alone_ch1;
_.attack_bad_ch1 = (_.attack_bad_ch1==undefined) ? 0 : _.attack_bad_ch1;
_.attack_harm_ch2 = (_.attack_harm_ch2==undefined) ? 0 : _.attack_harm_ch2;
_.attack_alone_ch2 = (_.attack_alone_ch2==undefined) ? 0 : _.attack_alone_ch2;
_.attack_bad_ch2 = (_.attack_bad_ch2==undefined) ? 0 : _.attack_bad_ch2;
_.attack_harm_total = _.attack_harm_ch1 + _.attack_harm_ch2;
_.attack_alone_total = _.attack_alone_ch1 + _.attack_alone_ch2;
_.attack_bad_total = _.attack_bad_ch1 + _.attack_bad_ch2;
// DECIDE TOP FEAR (if it's a tie, use first fear. if it's still neither, random)
var fears = [
{name:"harm", count:_.attack_harm_total},
{name:"alone", count:_.attack_alone_total},
{name:"bad", count:_.attack_bad_total}
];
fears = fears.sort(function(a,b){
return b.count - a.count;
});
_.TOP_FEAR = fears[0].name;
// Music
music('campus', {volume:0.5});

View File

@ -0,0 +1,13 @@
Loader.addSounds([
{ id:"music_credits", src:"sounds/music/credits.mp3" }
]);
SceneSetup.credits = function(){
Game.resetScene();
Game.clearText();
// RESET HP
HP.reset();
};

View File

@ -13,7 +13,7 @@ function BG_Anxiety(whiteMode){
// Moving white boxes
var BG_WIDTH = 360;
var BG_HEIGHT = 450;
var BG_HEIGHT = 600;
self.boxes = [];
self.resetBox = function(box, startInView){

View File

@ -20,7 +20,7 @@ window.hong = function(){
};
window.attack = function(damage, type){
publish("attack", ["hong", damage, type]);
_["attack_"+type]++; // HACK
_["attack_"+type+"_ch"+_.CHAPTER]++; // HACK
};
window.attackBB = function(damage, type){
publish("attack", ["bb", damage]);
@ -129,16 +129,28 @@ Game.onUnpause = function(){
Howler.mute(false);
}
};
Game.pausedDOM.onclick = function(){
Game.pausedDOM.onclick = function(e){
if(Options.showing){
publish("hide_options");
}
if(About.showing){
}else if(About.showing){
$("#close_about").onclick();
}else{
Game.onUnpause();
}
e.stopPropagation();
};
// UNPAUSE OR SKIP DIALOGUE?
var _unpauseOrSkip = function(){
if(Game.paused){
Game.onUnpause();
}else{
Game.clearAllTimeouts();
}
};
window.addEventListener("click", Game.onUnpause);
window.addEventListener("touchstart", Game.onUnpause);
window.addEventListener("click", _unpauseOrSkip);
window.addEventListener("touchstart", _unpauseOrSkip);
// "SET TIMEOUT" for text and stuff
Game.timeoutCallbacks = [];
@ -171,10 +183,14 @@ Game.clearAllTimeouts = function(){
}
};
Game.canvas.addEventListener("click", Game.clearAllTimeouts);
// CLICK TO SKIP DIALOGUE
//window.addEventListener("click", Game.clearAllTimeouts);
//window.addEventListener("touchstart", Game.clearAllTimeouts);
/*Game.canvas.addEventListener("click", Game.clearAllTimeouts);
Game.canvas.addEventListener("touchstart", Game.clearAllTimeouts);
Game.choicesDOM.addEventListener("click", Game.clearAllTimeouts);
Game.choicesDOM.addEventListener("touchstart", Game.clearAllTimeouts);
Game.choicesDOM.addEventListener("touchstart", Game.clearAllTimeouts);*/
Game.goto = function(sectionID){
@ -282,6 +298,8 @@ Game.clearText = function(){
Game.clearAll = function(){
Game.clearText();
Game.resetScene();
music(null);
stopAllSounds();
};
window.clearText = Game.clearText;
@ -611,6 +629,7 @@ Loader.addSounds([
// Execute choice! Add it to choice DOM.
Game.OVERRIDE_CHOICE_LINE = false;
Game.OVERRIDE_CHOICE_SPEAKER = null;
Game.HACK_MAKE_THE_LINE_BIG = false;
Game.executeChoice = function(line){
@ -635,6 +654,7 @@ Game.executeChoice = function(line){
var div = document.createElement("div");
div.innerHTML = choiceText;
div.setAttribute("speaker", Game.OVERRIDE_CHOICE_SPEAKER ? Game.OVERRIDE_CHOICE_SPEAKER : "b");
div.onclick = function(event){
// Any pre-choice code?
@ -642,8 +662,13 @@ Game.executeChoice = function(line){
// Override line... ONCE
if(!Game.OVERRIDE_CHOICE_LINE){
Game.addToQueue("b: "+originalChoiceText);
if(Game.OVERRIDE_CHOICE_SPEAKER){
Game.addToQueue(Game.OVERRIDE_CHOICE_SPEAKER+": "+originalChoiceText);
}else{
Game.addToQueue("b: "+originalChoiceText);
}
}
Game.OVERRIDE_CHOICE_SPEAKER = null;
Game.OVERRIDE_CHOICE_LINE = false;
// Play sound
@ -685,6 +710,11 @@ Game.executeChoice = function(line){
setTimeout(function(){
var choiceHeight = div.getBoundingClientRect().height;
if(choiceHeight>40) div.style.fontSize = "14px";
// And if still too much???
setTimeout(function(){
var choiceHeight = div.getBoundingClientRect().height;
if(choiceHeight>40) div.style.fontSize = "12px";
},1);
},1);
},1);
},1);
@ -825,6 +855,7 @@ Game.parseLine = function(line){
lookForExpressions = false;
// Look for an IF!
//debugger;
var regex = /\{\{[^\}]*\}\}/ig; // the reason it's inside here is to reset .exec
var regexResult = regex.exec(line);
if(regexResult){
@ -914,5 +945,10 @@ Game.updateCanvas = function(){
};
// HACK: PREVENT ACCIDENTALLY TABBING & BREAKING UI
window.addEventListener("keydown", function(e){
if(e.keyCode==9){
e.preventDefault();
e.stopPropagation();
}
});

View File

@ -83,7 +83,11 @@ Loader.addSounds([
updateText();
});
var currentBlinkingInterval;
window.BLACK_CTA = false;
var blinkCTA = function(){
$("#cta_text2 > div").setAttribute("pic", window.BLACK_CTA ? "next-black" : "next");
currentBlinkingInterval = setInterval(function(){
ctaAlpha = (ctaAlpha==1) ? 0 : 1;
click_to_advance.style.opacity = ctaAlpha;

View File

@ -38,7 +38,7 @@ window.voice = function(name, options){
var delta = now - window._lastPlayedVoice[name];
// If too soon, DON'T PLAY.
if(delta < 4/60*1000) return; // 4 frames
if(delta < 5/60*1000) return; // 5 frames
// Otherwise, play
options = options || {};
@ -69,7 +69,11 @@ window.music = function(song, options){
var song = Library.sounds["music_"+song];
song.stop(); // just in case it was playing earlier
song.loop(true);
if(options.NO_LOOP){
song.play();
}else{
song.loop(true);
}
if(options.fade==0){
song.volume(options.volume);

View File

@ -8,11 +8,6 @@ function BG_Intermission(STAGE){
var self = this;
// ATTACKS
_.attack_harm = 1;
_.attack_alone = 2;
_.attack_bad = 4;
// Sprites!
self.bgSprite = new Sprite({
image: Library.images.intermission_bg,

View File

@ -20,7 +20,7 @@ Loader.addSounds([
function BG_Intro(){
var ticker = 0;//18;//0;
var ticker = 0; //18;//0;
var self = this;

View File

@ -1,13 +1,14 @@
// Load assets
Loader.addScenes([
//"scenes/intro.md",
//"scenes/act1.md",
//"scenes/act1_end.md",
//"scenes/PROMO.md"
"scenes/act2.md",
//"scenes/act3.md",
//"scenes/act4.md",
"scenes/intro.md",
"scenes/act1.md",
"scenes/intermission.md",
"scenes/act2.md",
"scenes/act3.md",
"scenes/act4.md",
"scenes/credits.md"
]);
Loader.load(function(progress){
@ -17,7 +18,7 @@ Loader.load(function(progress){
$("#loading").setAttribute("loaded","yes");
$("#loading").onclick = function(){
//sfx("pop");
sfx("pop");
publish('START_GAME');
};
@ -29,7 +30,17 @@ subscribe("START_GAME", function(){
$("#loading").style.display = "none";
Game.start();
Game.goto("intermission-1");
});
$("#gear").style.display = "block";
$("#about").style.display = "block";
// Act 2
/*_ = {"CHAPTER":1,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","act1_ending":"flight","INTERMISSION_STAGE":1};
Game.goto("act2");*/
Game.goto("intro");
});
window._SAVE = function(){
copy(JSON.stringify(_));
};

Binary file not shown.

Binary file not shown.

BIN
sounds/music/credits.mp3 Normal file

Binary file not shown.

BIN
sounds/music/dontfight.mp3 Normal file

Binary file not shown.

Binary file not shown.

BIN
sounds/sfx/hadouken.mp3 Normal file

Binary file not shown.

BIN
sounds/sfx/lock_door.mp3 Normal file

Binary file not shown.

Binary file not shown.

BIN
sounds/sfx/youbothwin.mp3 Normal file

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 316 KiB

After

Width:  |  Height:  |  Size: 322 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 17 KiB

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 25 KiB

After

Width:  |  Height:  |  Size: 29 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 249 KiB

After

Width:  |  Height:  |  Size: 242 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.8 KiB

After

Width:  |  Height:  |  Size: 6.0 KiB

View File

@ -29,7 +29,7 @@ div{ /*, #game_words, #game_choices, #paused, #options, #loading, #gear, #about,
width: 360px;
height: 600px;
background: #111;
background: #000;
font-size: 20px;
font-family: Helvetica, Arial, sans-serif;
@ -585,7 +585,7 @@ DIALOGUEZ
.mini-icon{
display: inline-block;
background: url(../sprites/ui/icons.png);
background-size: 700%;
background-size: 800%;
width: 20px; height:20px;
position: relative;
}
@ -610,6 +610,9 @@ DIALOGUEZ
.mini-icon[pic="ok"]{
background-position: -600% 0px;
}
.mini-icon[pic="next-black"]{
background-position: -700% 0px;
}
.narrator-bubble, .narrator-bubble-2, .narrator-bubble-4, .narrator-bubble-i, .narrator-bubble-5{
position: relative;
@ -692,7 +695,7 @@ DIALOGUEZ
}
.narrator-bubble-i img{
float:left;
margin: 0 20px;
margin: 0 20px !important;
position: relative;
top: -13px;
}
@ -892,23 +895,27 @@ DIALOGUEZ
#game_choices{
width: 100%;
height: 110px;
padding: 20px 0;
height: 130px;
padding: 10px 0;
position: absolute;
bottom:0;
/*background: #2E2E2E;*/
text-align: center;
color: #fff;
font-weight: lighter;
}
#game_choices > div{
padding: 0.25em 0;
width: 310px;
margin: 0 auto 5px auto;
padding: 5px 10px;
cursor: pointer;
position: relative;
border-radius: 20px;
/* Spring OUT only */
-webkit-transition: top 500ms cubic-bezier(0.350, 0.005, 0.370, 1); /* older webkit */
-webkit-transition: top 500ms cubic-bezier(0.350, 0.005, 0.370, 1.390);
@ -922,8 +929,29 @@ DIALOGUEZ
-o-transition-timing-function: cubic-bezier(0.350, 0.005, 0.370, 1.390);
transition-timing-function: cubic-bezier(0.350, 0.005, 0.370, 1.390); /* custom */
}
#game_choices > div:hover{
background: rgba(255,255,255,0.25);
#game_choices > div[speaker=b]{
background: #000;
color: #fff;
font-weight: lighter;
}
#game_choices > div[speaker=b]:hover{
background: #333;
}
#game_choices > div[speaker=h]{
background: #fff;
color: #000;
font-weight: lighter;
}
#game_choices > div[speaker=h]:hover{
color: #888;
}
#game_choices > div[speaker=h2]{
background: #fff;
color: #000;
font-weight: lighter;
}
#game_choices > div[speaker=h2]:hover{
color: #888;
}
/***********************************/