This act is DONE for playtesting anyway

This commit is contained in:
Nicky Case 2019-06-13 11:43:18 -04:00
parent 27b5ba5c13
commit 8666316125
14 changed files with 99 additions and 68 deletions

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@ -9,9 +9,10 @@ n: // callback: retweet news story, or subtweet, or Tinder serial killer (or: fa
``` ```
Game.clearText(); Game.clearText();
publish("act2-out-1"); publish("act2-out-1");
music(null, {fade:1});
``` ```
(...1000) (...2500)
``` ```
music('battle', {volume:0.5}); music('battle', {volume:0.5});
@ -20,9 +21,7 @@ publish("hp_show");
n: ROUND TWO: *FIGHT!* n: ROUND TWO: *FIGHT!*
(#act2e) [Oh no they all hate us!](#act2a_social)
[Oh god they all hate us!](#act2a_social)
[Ogling the host? Like a pervert?](#act2a_perv) [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: 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"` `_.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: 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"` `_.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"}); hong({body:"attacked"});
attack("20p", _.a2_first_attack); attack("30p", _.a2_first_attack);
``` ```
(...2500) (...2500)
@ -417,7 +416,7 @@ b: THEN STOP SPREADING UNSCIENTIFIC FAKE NEWS
``` ```
hong({body:"attacked"}); hong({body:"attacked"});
attack("20p", "bad"); attack("10p", "bad");
``` ```
(...2500) (...2500)
@ -436,7 +435,7 @@ b: EVERYTHING. EVERYTHING IS WRONG
``` ```
hong({body:"attacked"}); hong({body:"attacked"});
attack("20p", "bad"); attack("10p", "bad");
``` ```
(...2500) (...2500)
@ -453,7 +452,7 @@ b: STOP BEING RACIST YOU SQUINTY-EYED JERK
``` ```
hong({body:"attacked"}); hong({body:"attacked"});
attack("20p", "bad"); attack("10p", "bad");
``` ```
(...2500) (...2500)
@ -491,7 +490,7 @@ b: Why are you hitting yourself, human? STOP HITTING YOURSELF.
``` ```
music(null); music(null);
hong({body:"attacked"}); hong({body:"attacked"});
attack("20p", "harm"); attack("10p", "harm");
``` ```
(...2500) (...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: 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); music(null);
hong({body:"attacked"}); hong({body:"attacked"});
attack("20p", "harm"); attack("10p", "harm");
``` ```
(...2500) (...2500)
@ -529,7 +528,7 @@ b: "They" are feeding us contradictions to maintain our dependency on the Self-H
``` ```
music(null); music(null);
hong({body:"attacked"}); hong({body:"attacked"});
attack("20p", "harm"); attack("10p", "harm");
``` ```
(...2500) (...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: 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! b: I *know* I suck at my job! But I'm *trying*, human!
@ -582,6 +581,7 @@ r: Hey.
Game.clearText(); Game.clearText();
publish("act2-in-2"); publish("act2-in-2");
publish("hp_hide"); publish("hp_hide");
music('party1', {volume:0.4, fade:2});
``` ```
(...2000) (...2000)
@ -600,20 +600,26 @@ r: Hell, just yesterday, I heard someone curled up into an armadillo ball and cr
h2: huh imagine that. 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... 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. r: Don't worry, kid. There's a simple trick to get that negative voice in your head to be quiet forever.
`Game.clearText();` ```
Game.clearText();
(...1400) music(null, {fade:1});
```
`publish("act2-party-action", ["twist3"]);`
(...2000) (...2000)
```
publish("act2-party-action", ["twist3"]);
sfx("rustle");
```
(...2500)
`publish("act2-party-action", ["twist4"]);` `publish("act2-party-action", ["twist4"]);`
(...1000) (...1000)
@ -630,7 +636,9 @@ publish("act2-out-3");
publish("hp_show"); 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` [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: 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. b: This is bad, human. This is really, really bad.
@ -717,7 +725,7 @@ bb({body:"pained"});
h: Delicious, *and* cheaper than therapy! h: Delicious, *and* cheaper than therapy!
b: GOD HUMAN STOP b: HUMAN PLEASE STOP
h: Hehehe! 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-- 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) (#act2i)
@ -755,6 +766,7 @@ h: You're gonna yap more stupid words at me again to try t--
publish("show_special_attack"); publish("show_special_attack");
Game.FORCE_CANT_SKIP = true; Game.FORCE_CANT_SKIP = true;
music(null); music(null);
stopAllSounds();
``` ```
(...5000) (...5000)
@ -785,9 +797,9 @@ n: *FINISH THEM*
# act2j_fight # 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"})` `bb({body:"yell"})`
@ -818,7 +830,7 @@ Game.clearText();
publish("act2-in-4"); publish("act2-in-4");
publish("hp_hide"); publish("hp_hide");
publish("act2-party-action", ["end"]); publish("act2-party-action", ["end"]);
music(null, {fade:2}); music('party1', {volume:0.6, fade:1.5});
``` ```
(...2000) (...2000)
@ -838,19 +850,27 @@ r: Y'okay there, kid?
``` ```
Game.clearText(); Game.clearText();
publish("act2-party-action", ["end_slap1"]); 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... 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: 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"]);` `publish("act2-party-action", ["end_run"]);`
@ -896,17 +916,21 @@ sfx("whoosh");
b: Human! Are you okay?! 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(); Game.clearText();
publish("act2-outro", ["end3"]); publish("act2-outro", ["end3"]);
music(null); music(null);
sfx("squeak");
``` ```
(...1000) (...1500)
`publish("act2-outro", ["end4"]);` ```
publish("act2-outro", ["end4"]);
sfx("hit");
```
(...1000) (...1000)
@ -919,10 +943,22 @@ h: I'm going to fucking *kill* you.
``` ```
Game.clearText(); Game.clearText();
publish("act2-outro", ["end5"]); 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) (...3000)

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@ -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([ Loader.addImages([
{ id:"party_bg", src:"sprites/act2/party_bg.png" }, { id:"party_bg", src:"sprites/act2/party_bg.png" },
{ id:"party_action", src:"sprites/act2/party_action.png" }, { id:"party_action", src:"sprites/act2/party_action.png" },
@ -31,6 +5,12 @@ Loader.addImages([
{ id:"SPECIAL_ATTACK", src:"sprites/act2/special.png" }, { 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(){ function BG_Party(){
var self = this; var self = this;

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@ -1,3 +1,7 @@
Loader.addSounds([
{ id:"music_party1", src:"sounds/music/party1.mp3" }
]);
SceneSetup.act2 = function(){ SceneSetup.act2 = function(){
Game.resetScene(); Game.resetScene();
@ -10,6 +14,9 @@ SceneSetup.act2 = function(){
_.attack_alone = 0; _.attack_alone = 0;
_.attack_bad = 0; _.attack_bad = 0;
// Music
music('party1', {volume:0.6});
// Background // Background
var bg = new BG_Party(); var bg = new BG_Party();
Game.scene.children.push(bg); Game.scene.children.push(bg);

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@ -402,6 +402,9 @@ Game.executeText = function(line){
if(speaker=="n3"){ if(speaker=="n3"){
voice("typewriter", {volume:0.5}); voice("typewriter", {volume:0.5});
} }
if(speaker=="r"){
voice("hunter", {volume:0.17});
}
} }
} }

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@ -4,7 +4,8 @@ Loader.addImages([
Loader.addSounds([ Loader.addSounds([
{ id:"hit", src:"sounds/sfx/hit.mp3" }, { 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{ }else{
sfx("hit"); sfx("hit");
} }
if(target=="bb"){
sfx("hit_bb");
}
}); });
@ -146,14 +150,14 @@ function HitPoints(){
var offset = (1-self[side+"White"])*295;//self[side+"WhiteWidth"]; var offset = (1-self[side+"White"])*295;//self[side+"WhiteWidth"];
offset *= isRight ? -1 : 1; offset *= isRight ? -1 : 1;
ctx.globalCompositeOperation = "source-atop"; 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 // Red
var sx=isRight ? 360 : 0, sy=200*2, sw=360, sh=200; var sx=isRight ? 360 : 0, sy=200*2, sw=360, sh=200;
var offset = (1-self[side+"Red"])*295;//self[side+"WhiteWidth"]; var offset = (1-self[side+"Red"])*295;//self[side+"WhiteWidth"];
offset *= isRight ? -1 : 1; offset *= isRight ? -1 : 1;
ctx.globalCompositeOperation = "source-atop"; 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 // Restore
ctx.restore(); ctx.restore();

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@ -3,7 +3,8 @@ Loader.addSounds([
{ id:"voice_beebee", src:"sounds/voices/beebee.mp3" }, { id:"voice_beebee", src:"sounds/voices/beebee.mp3" },
{ id:"voice_narrator", src:"sounds/voices/narrator.mp3" }, { id:"voice_narrator", src:"sounds/voices/narrator.mp3" },
{ id:"voice_narrator_emphasis", src:"sounds/voices/narrator_emphasis.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){ window.sfx = function(sound, options){

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sounds/sfx/squeak.mp3 Normal file

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sounds/voices/maybe_al.ogg Executable file

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sounds/voices/maybe_shire.ogg Executable file

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