diff --git a/scenes/act2.md b/scenes/act2.md index 238ffe7..7f56cba 100644 --- a/scenes/act2.md +++ b/scenes/act2.md @@ -9,9 +9,10 @@ n: // callback: retweet news story, or subtweet, or Tinder serial killer (or: fa ``` Game.clearText(); publish("act2-out-1"); +music(null, {fade:1}); ``` -(...1000) +(...2500) ``` music('battle', {volume:0.5}); @@ -20,9 +21,7 @@ publish("hp_show"); n: ROUND TWO: *FIGHT!* -(#act2e) - -[Oh god they all hate us!](#act2a_social) +[Oh no they all hate us!](#act2a_social) [Ogling the host? Like a pervert?](#act2a_perv) @@ -328,7 +327,7 @@ b: What if we're just *fundamentally incapable* of ever being loved, or loving a b: What if something irreversibly broke inside of us a long time ago? Or never existed in us in the first place? -b: Oh god we're broken! We're so broken so broken so brok-- +b: Ahhh we're broken! We're so broken so broken so brok-- `_.a2_first_attack = "alone"` @@ -342,7 +341,7 @@ b: Others have an inner drive to do goodness, but we only do "good" out of guilt b: What if it's in our nature to hurt others? What if we can't be anything *other* than a burden to those close to us? -b: Oh god we're broken! We're so broken so broken so brok-- +b: Ahhh we're broken! We're so broken so broken so brok-- `_.a2_first_attack = "bad"` @@ -364,7 +363,7 @@ b: HUMAN, WE'RE DYING. WE'RE DYING WE'RE DYING WE'RE DYI-- ``` hong({body:"attacked"}); -attack("20p", _.a2_first_attack); +attack("30p", _.a2_first_attack); ``` (...2500) @@ -417,7 +416,7 @@ b: THEN STOP SPREADING UNSCIENTIFIC FAKE NEWS ``` hong({body:"attacked"}); -attack("20p", "bad"); +attack("10p", "bad"); ``` (...2500) @@ -436,7 +435,7 @@ b: EVERYTHING. EVERYTHING IS WRONG ``` hong({body:"attacked"}); -attack("20p", "bad"); +attack("10p", "bad"); ``` (...2500) @@ -453,7 +452,7 @@ b: STOP BEING RACIST YOU SQUINTY-EYED JERK ``` hong({body:"attacked"}); -attack("20p", "bad"); +attack("10p", "bad"); ``` (...2500) @@ -491,7 +490,7 @@ b: Why are you hitting yourself, human? STOP HITTING YOURSELF. ``` music(null); hong({body:"attacked"}); -attack("20p", "harm"); +attack("10p", "harm"); ``` (...2500) @@ -504,12 +503,12 @@ b: Which means if *I'm* irrational, then *you're* irrational! b: And if we're both so dumb and stupid, we'll *never* figure out how to be happy! -b: Oh god we're so lost! So lost so lost so los-- +b: Ahhh we're so lost! So lost so lost so los-- ``` music(null); hong({body:"attacked"}); -attack("20p", "harm"); +attack("10p", "harm"); ``` (...2500) @@ -529,7 +528,7 @@ b: "They" are feeding us contradictions to maintain our dependency on the Self-H ``` music(null); hong({body:"attacked"}); -attack("20p", "harm"); +attack("10p", "harm"); ``` (...2500) @@ -562,7 +561,7 @@ b: I'm trying my best to be your guard-dog, but you keep seeing me as some Big B b: So I try even *harder* to alert you to danger. More danger! Louder danger! -b: But no matter how hard I try, you *still* think of me as your enemy! +b: But no matter how hard I try to protect you, you *still* think of me as your enemy! b: I *know* I suck at my job! But I'm *trying*, human! @@ -582,6 +581,7 @@ r: Hey. Game.clearText(); publish("act2-in-2"); publish("hp_hide"); +music('party1', {volume:0.4, fade:2}); ``` (...2000) @@ -600,20 +600,26 @@ r: Hell, just yesterday, I heard someone curled up into an armadillo ball and cr h2: huh imagine that. -r: That's why I throw all these parties. I want to help peeps have a good time. +r: That's why I throw all these parties. I want to help peeps forget their worries. h2: but my anxiety... r: Don't worry, kid. There's a simple trick to get that negative voice in your head to be quiet forever. -`Game.clearText();` - -(...1400) - -`publish("act2-party-action", ["twist3"]);` +``` +Game.clearText(); +music(null, {fade:1}); +``` (...2000) +``` +publish("act2-party-action", ["twist3"]); +sfx("rustle"); +``` + +(...2500) + `publish("act2-party-action", ["twist4"]);` (...1000) @@ -630,7 +636,9 @@ publish("act2-out-3"); publish("hp_show"); ``` -[Oh god.](#act2g_oh) `Game.OVERRIDE_CHOICE_LINE=true` +(...3500) + +[Oh God.](#act2g_oh) `Game.OVERRIDE_CHOICE_LINE=true` [Please don't do this.](#act2g_please) `Game.OVERRIDE_CHOICE_LINE=true` @@ -671,7 +679,7 @@ bb({body:"pained"}); h: Mmm, what an exquisite palette! -h: A full-bodied flavor of "shut your mind up", with a subtle aftertaste of "never feel anything ever again". +h: A full-bodied flavor of "shut your mind up", with a subtle aftertaste of "never feel anything ever again"! b: This is bad, human. This is really, really bad. @@ -717,7 +725,7 @@ bb({body:"pained"}); h: Delicious, *and* cheaper than therapy! -b: GOD HUMAN STOP +b: HUMAN PLEASE STOP h: Hehehe! @@ -743,9 +751,12 @@ h: What's this crap? h: You're gonna yap more stupid words at me again to try t-- -`bb({body:"special_2"})` +``` +bb({body:"special_2"}); +sfx("shoryuken"); +``` -(...501) +(...1251) (#act2i) @@ -755,6 +766,7 @@ h: You're gonna yap more stupid words at me again to try t-- publish("show_special_attack"); Game.FORCE_CANT_SKIP = true; music(null); +stopAllSounds(); ``` (...5000) @@ -785,9 +797,9 @@ n: *FINISH THEM* # act2j_fight -b: They were taking advantage of you, a scared vulnerable human. +b: They were taking advantage of you. -b: Punch that jerk. Knock their friggin' lights out. +b: Punch that jerk! Knock their friggin' lights out! `bb({body:"yell"})` @@ -818,7 +830,7 @@ Game.clearText(); publish("act2-in-4"); publish("hp_hide"); publish("act2-party-action", ["end"]); -music(null, {fade:2}); +music('party1', {volume:0.6, fade:1.5}); ``` (...2000) @@ -838,19 +850,27 @@ r: Y'okay there, kid? ``` Game.clearText(); publish("act2-party-action", ["end_slap1"]); +music(null); +sfx("hit"); ``` -(...1500) +(...1000) -`publish("act2-party-action", ["end_slap2"]);` +``` +sfx("record_scratch"); +publish("act2-party-action", ["end_slap2"]); +``` r: Y-you... -`publish("act2-party-action", ["end_slap3"]);` +``` +publish("act2-party-action", ["end_slap3"]); +music('party1', {volume:0.6, fade:6}); +``` r: are *kinky*. -r: I like that. You're invited to my party next weekend. +r: I like that. Come to my party next weekend. `publish("act2-party-action", ["end_run"]);` @@ -896,17 +916,21 @@ sfx("whoosh"); b: Human! Are you okay?! -b: God, that was *close.* We really could've-- +b: Gosh, that was *close.* We really could've-- ``` Game.clearText(); publish("act2-outro", ["end3"]); music(null); +sfx("squeak"); ``` -(...1000) +(...1500) -`publish("act2-outro", ["end4"]);` +``` +publish("act2-outro", ["end4"]); +sfx("hit"); +``` (...1000) @@ -919,10 +943,22 @@ h: I'm going to fucking *kill* you. ``` Game.clearText(); publish("act2-outro", ["end5"]); +sfx("grass_step1"); ```` -(...1000) +(...901) -`publish("act2-outro", ["end6"]);` +``` +sfx("grass_step2", {volume:0.8}); +publish("act2-outro", ["end6"]); +``` + +(...901) + +`sfx("grass_step1", {volume:0.5});` + +(...901) + +`sfx("grass_step2", {volume:0.25});` (...3000) \ No newline at end of file diff --git a/scripts/act2/Act2_BG.js b/scripts/act2/Act2_BG.js index 5fe7f5f..a4a5f1f 100644 --- a/scripts/act2/Act2_BG.js +++ b/scripts/act2/Act2_BG.js @@ -1,29 +1,3 @@ -/***** - -TODO: -- whoosh out @done -- put hong & beebee sprites in for battle @done -- characters in @done -- battle talk @done -- whoosh in @done -- party talk @done -- whoosh out @done -- battle talk 2 @done -- jarring image @done -- whoosh in @done -- slap dat/run out @done -- whoosh out @done - -TODO: -- fight icons in bubble @done -- music & sounds -- put them in -- re-use old sound effects for now -// white noise shock sfx for bb -- sounds: Hunter's voice, slap, white noise electic attack, party ambience, bottle slosh - -****/ - Loader.addImages([ { id:"party_bg", src:"sprites/act2/party_bg.png" }, { id:"party_action", src:"sprites/act2/party_action.png" }, @@ -31,6 +5,12 @@ Loader.addImages([ { id:"SPECIAL_ATTACK", src:"sprites/act2/special.png" }, ]); +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" } +]); + function BG_Party(){ var self = this; diff --git a/scripts/act2/Act2_SceneSetup.js b/scripts/act2/Act2_SceneSetup.js index 4dd7b44..2dd8d8e 100644 --- a/scripts/act2/Act2_SceneSetup.js +++ b/scripts/act2/Act2_SceneSetup.js @@ -1,3 +1,7 @@ +Loader.addSounds([ + { id:"music_party1", src:"sounds/music/party1.mp3" } +]); + SceneSetup.act2 = function(){ Game.resetScene(); @@ -10,6 +14,9 @@ SceneSetup.act2 = function(){ _.attack_alone = 0; _.attack_bad = 0; + // Music + music('party1', {volume:0.6}); + // Background var bg = new BG_Party(); Game.scene.children.push(bg); diff --git a/scripts/game/Game.js b/scripts/game/Game.js index f1d860a..9b8012a 100644 --- a/scripts/game/Game.js +++ b/scripts/game/Game.js @@ -402,6 +402,9 @@ Game.executeText = function(line){ if(speaker=="n3"){ voice("typewriter", {volume:0.5}); } + if(speaker=="r"){ + voice("hunter", {volume:0.17}); + } } } diff --git a/scripts/game/HP.js b/scripts/game/HP.js index dbaf692..89c1920 100644 --- a/scripts/game/HP.js +++ b/scripts/game/HP.js @@ -4,7 +4,8 @@ Loader.addImages([ Loader.addSounds([ { id:"hit", src:"sounds/sfx/hit.mp3" }, - { id:"hit_big", src:"sounds/sfx/hit_big.mp3" } + { id:"hit_big", src:"sounds/sfx/hit_big.mp3" }, + { id:"hit_bb", src:"sounds/sfx/hit_bb.mp3" } ]); @@ -86,6 +87,9 @@ function HitPoints(){ }else{ sfx("hit"); } + if(target=="bb"){ + sfx("hit_bb"); + } }); @@ -146,14 +150,14 @@ function HitPoints(){ var offset = (1-self[side+"White"])*295;//self[side+"WhiteWidth"]; offset *= isRight ? -1 : 1; ctx.globalCompositeOperation = "source-atop"; - ctx.drawImage(self.image, sx,sy,sw,sh, (sx+offset)/2,0,sw/2,sh/2); + ctx.drawImage(self.image, (sx-offset),sy,sw,sh, sx/2,0,sw/2,sh/2); // Red var sx=isRight ? 360 : 0, sy=200*2, sw=360, sh=200; var offset = (1-self[side+"Red"])*295;//self[side+"WhiteWidth"]; offset *= isRight ? -1 : 1; ctx.globalCompositeOperation = "source-atop"; - ctx.drawImage(self.image, sx,sy,sw,sh, (sx+offset)/2,0,sw/2,sh/2); + ctx.drawImage(self.image, (sx-offset),sy,sw,sh, sx/2,0,sw/2,sh/2); // Restore ctx.restore(); diff --git a/scripts/game/Sounds.js b/scripts/game/Sounds.js index 1affb98..0728eea 100644 --- a/scripts/game/Sounds.js +++ b/scripts/game/Sounds.js @@ -3,7 +3,8 @@ Loader.addSounds([ { id:"voice_beebee", src:"sounds/voices/beebee.mp3" }, { id:"voice_narrator", src:"sounds/voices/narrator.mp3" }, { id:"voice_narrator_emphasis", src:"sounds/voices/narrator_emphasis.mp3" }, - { id:"voice_typewriter", src:"sounds/voices/typewriter.mp3" } + { id:"voice_typewriter", src:"sounds/voices/typewriter.mp3" }, + { id:"voice_hunter", src:"sounds/voices/hunter.mp3" } ]); window.sfx = function(sound, options){ diff --git a/sounds/sfx/hit_bb.mp3 b/sounds/sfx/hit_bb.mp3 index c7c0f62..653ff09 100644 Binary files a/sounds/sfx/hit_bb.mp3 and b/sounds/sfx/hit_bb.mp3 differ diff --git a/sounds/sfx/shoryuken.mp3 b/sounds/sfx/shoryuken.mp3 new file mode 100644 index 0000000..7258f2a Binary files /dev/null and b/sounds/sfx/shoryuken.mp3 differ diff --git a/sounds/sfx/squeak.mp3 b/sounds/sfx/squeak.mp3 new file mode 100644 index 0000000..a6a3d5e Binary files /dev/null and b/sounds/sfx/squeak.mp3 differ diff --git a/sounds/voices/beebee-old.mp3 b/sounds/voices/beebee-old.mp3 deleted file mode 100644 index 4178f37..0000000 Binary files a/sounds/voices/beebee-old.mp3 and /dev/null differ diff --git a/sounds/voices/hunter-old.mp3 b/sounds/voices/hunter-old.mp3 new file mode 100644 index 0000000..eb8dfe3 Binary files /dev/null and b/sounds/voices/hunter-old.mp3 differ diff --git a/sounds/voices/hunter.mp3 b/sounds/voices/hunter.mp3 new file mode 100644 index 0000000..c6124eb Binary files /dev/null and b/sounds/voices/hunter.mp3 differ diff --git a/sounds/voices/maybe_al.ogg b/sounds/voices/maybe_al.ogg new file mode 100755 index 0000000..5cdefb3 Binary files /dev/null and b/sounds/voices/maybe_al.ogg differ diff --git a/sounds/voices/maybe_shire.ogg b/sounds/voices/maybe_shire.ogg new file mode 100755 index 0000000..e0c0888 Binary files /dev/null and b/sounds/voices/maybe_shire.ogg differ