heck yeah act 2 sprites and anims

This commit is contained in:
Nicky Case 2019-07-17 12:16:02 -04:00
parent cf2fe18268
commit c943b2cf98
12 changed files with 682 additions and 116 deletions

1
TODO
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@ -1,6 +1,7 @@
TODO
INTRO
- preloader bug, before css shows, mask is not there
- continue / new game
- chapter select
- (content note)

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@ -2,6 +2,10 @@
`SceneSetup.act2();`
a: hack
(#act2-preamble-end)
{{if _.badnews && !_.factcheck}}
(#act2-preamble-news1)
{{/if}}
@ -135,7 +139,7 @@ publish("act2-out-1");
music(null, {fade:1});
```
(...2500)
(...3000)
```
music('battle', {volume:0.5});
@ -416,7 +420,7 @@ _.a2_attack_3 = "alone";
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: unless they're secretly *into* that sort of thing
b: in which case that further proves them being a BIG DISGUSTING TRASH PERVERT
@ -603,7 +607,7 @@ b: It was a well-designed study randomized controlled trial, experimenter wa
b: Results: if you already had low self-esteem, being asked to repeat affirmations makes you feel *worse* than if you'd said nothing at all!
b: Wood et al, 2009. Look it up on Google Scholar, human,
b: Wood et al, 2009, Psychol Sci. Look it up on Google Scholar, human,
b: THEN STOP SPREADING UNSCIENTIFIC FAKE NEWS

250
scenes/act2_test.md Normal file
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@ -0,0 +1,250 @@
# act2
`SceneSetup.act2();`
a: hack
(#act2-preamble-end)
# act2-preamble-end
```
Game.clearText();
publish("act2-out-1");
music(null, {fade:1});
```
(...3000)
```
music('battle', {volume:0.5});
publish("hp_show");
```
n: ROUND TWO: *FIGHT!*
```
bb({
body: "cry_6",
mouth: "right",
eyes: "cry_r_3"
});
hong({
body:"defeated"
});
```
b: I just... all I want is for you to be patient with me.
```
bb({
eyes: "cry_r_4"
});
hong({
body:"listen"
});
```
r: Hey.
```
Game.clearText();
publish("act2-in-2");
publish("hp_hide");
music('party1', {volume:0.4, fade:2});
```
(...1300)
r: Looks like you're caught in a fight with yourself, kid.
```
publish("act2", ["party_hunter",12]);
publish("act2", ["party_hong",24]);
```
r: Bottoms up, motherfucker.
```
hong({
body:"hold",
eyes:"blank"
});
bb({
body:"normal",
mouth:"small",
eyes:"wat"
});
Game.clearText();
publish("act2-out-3");
publish("hp_show");
```
(...3500)
b: I'm so sorry, human.
b: I'm going to have to use my SPECIAL ATTACK
```
music('battle', {volume:0.5});
bb({body:"special_a"});
```
[🗡](#act2h_attack) `_.SPECIAL_ATTACK="harm"; Game.OVERRIDE_CHOICE_LINE=true`
[💔](#act2h_attack) `_.SPECIAL_ATTACK="alone"; Game.OVERRIDE_CHOICE_LINE=true`
[👿](#act2h_attack) `_.SPECIAL_ATTACK="bad"; Game.OVERRIDE_CHOICE_LINE=true`
# act2h_attack
```
bb({body:"special_b_1"});
```
h: What's this crap?
h: You're gonna yap more stupid words at me again to try t--
```
bb({body:"special_c"});
sfx("hadouken");
```
(...901)
(#act2i)
# act2i
```
publish("show_special_attack");
Game.FORCE_CANT_SKIP = true;
music(null);
stopAllSounds();
```
(...5000)
```
hong({
body:"final",
mouth:"final"
});
bb({
body:"normal",
mouth:"normal",
eyes:"sad_2"
});
attack("100p", _.SPECIAL_ATTACK);
Game.FORCE_CANT_SKIP = false;
setTimeout(function(){
publish("remove_special_attack");
},30);
```
(...2500)
h: WHAT THE HELL WAS THAT
b: PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THE--
`_.a2_ending = "fight";`
(#act2k)
# act2k
```
Game.clearText();
publish("act2-in-4");
publish("hp_hide");
music('party1', {volume:0.6, fade:1.5});
```
(...2200)
r: You alright, kid?
```
publish("act2", ["party_hunter",19]);
publish("act2", ["party_hong",36]);
```
r: I like that. Come to my party next weekend, cutie.
(#act2k_end)
# act2k_end
```
Game.clearText();
publish("act2-out-5");
music("hum", {fade:2, volume:0.6});
```
(...2500)
```
sfx("whoosh");
publish("act2", ["act2_end",2]);
```
(...800)
b: Human! Are you okay?!
b: Gosh, that was *close.* We really could've--
```
Game.clearText();
publish("act2-outro", ["end3"]);
music(null);
sfx("squeak");
```
(...1500)
```
publish("act2-outro", ["end4"]);
sfx("hit");
```
(...1000)
h: I'm going to the party next weekend.
h: The next time we fight, I'm not just going to *defeat* you...
h: I'm going to fucking *kill* you.
```
Game.clearText();
publish("act2-outro", ["end5"]);
sfx("grass_step1");
````
(...901)
```
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)
`_.INTERMISSION_STAGE = 2;`
(#intermission)

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@ -1,8 +1,16 @@
Loader.addImages([
{ id:"party_bg", src:"sprites/act2/party_bg.png" },
{ id:"party_action", src:"sprites/act2/party_action.png" },
{ id:"hong_bb_outro", src:"sprites/act2/hong_bb_outro.png" },
{ id:"dee", src:"sprites/act2/dee.png" },
{ id:"dum", src:"sprites/act2/dum.png" },
{ id:"party_hunter", src:"sprites/act2/party_hunter.png" },
{ id:"party_hong", src:"sprites/act2/party_hong.png" },
{ id:"act2_end", src:"sprites/act2/act2_end.png" },
{ id:"SPECIAL_ATTACK", src:"sprites/act2/special.png" },
]);
Loader.addSounds([
@ -15,43 +23,54 @@ function BG_Party(){
var self = this;
// Sprites!
self.bgSprite = new Sprite({
// BACKGROUND SPRITES
var BGSpriteConfig = {
image: Library.images.party_bg,
grid:{ width:1, height:1 },
frame:{ width:720, height:1200 },
});
self.partyActionSprite = new Sprite({
image: Library.images.party_action,
grid:{ width:4, height:3 },
frame:{ width:720, height:600 },
y: 189,
frameNames:[
"pre",
"twist1",
"twist2",
"twist3",
"twist4",
"end",
"end_run",
"end_slap1",
"end_slap2",
"end_slap3"
]
});
self.outroSprite = new Sprite({
image: Library.images.hong_bb_outro,
grid:{ width:5, height:1 },
frame:{ width:1000, height:1200 },
};
self.bg = new Sprite(BGSpriteConfig);
self.bg_peeps = new Sprite(BGSpriteConfig);
self.bg_peeps.gotoFrame(1);
self.couch = new Sprite(BGSpriteConfig);
self.couch.gotoFrame(3);
self.alshire = new Sprite(BGSpriteConfig);
self.alshire.gotoFrame(4);
// DEE & DUM
self.dee = new Sprite({
image: Library.images.dee,
grid:{ width:4, height:2 },
frame:{ width:400, height:400 },
});
self.dum = new Sprite({
image: Library.images.dum,
grid:{ width:4, height:2 },
frame:{ width:400, height:400 },
});
self.dee.y = self.dum.y = 275;
// HUNTER & HONG SPRITES
self.party_hunter = new Sprite({
image: Library.images.party_hunter,
grid:{ width:4, height:6 },
frame:{ width:720, height:500 },
});
self.party_hunter.y = 217;
self.party_hong = new Sprite({
image: Library.images.party_hong,
grid:{ width:6, height:7 },
frame:{ width:720, height:500 },
});
self.party_hong.y = 258.5;
self.party_hong.gotoFrame(0);
// HONG & BB FINALE
self.act2_end = new Sprite({
image: Library.images.act2_end,
grid:{ width:6, height:3 },
frame:{ width:720, height:400 },
y: 260,
frameNames:[
"end1",
"end2",
"end3",
"end4",
"end5",
"end6"
]
y: 260
});
// Anxiety BG
@ -63,33 +82,92 @@ function BG_Party(){
// LAYERS
self.layers = [
self.bgSprite,
self.bg,
self.bg_peeps,
self.dee,
self.dum,
self.party_hunter,
self.anxiety,
self.partyActionSprite,
self.outroSprite,
self.party_hong,
self.hong,
self.beebee,
self.act2_end,
self.couch,
self.alshire
];
var PARALLAXES = [
0.5, // party bg
0.1, // party bg
0.5, // party bg peeps
0.9, // dee
0.9, // dum
1.0, // hunter (at first...)
0.0, // anxiety bg
1.0, // PARTY ACTION SPRITE
0.0, // OUTRO hong & bb
1.0, // party hong
0.0, // battle hong
0.0, // battle beebee
1.0, // battle beebee
0.0, // act2 end
2.1, // couch
2.2, // al shire
];
var OFFSETS = [
0, // party bg
0, // party bg peeps
0, // dee
0, // dum
0, // hunter (at first...)
0, // anxiety bg
20, // party hong
0, // battle hong
240, // battle beebee
0, // act2 end
0, // couch
0, // al shire
];
var ALPHAS = [
1.0, // party bg
1.0, // party bg peeps
1.0, // dee
1.0, // dum
1.0, // hunter (at first...)
0.0, // anxiety bg
1.0, // PARTY ACTION SPRITE
0.0, // OUTRO hong & bb
1.0, // party hong
0.0, // battle hong
0.0, // battle beebee
0.0, // act2 end
1.0, // couch
1.0, // al shire
];
var parallax = 0;
var parallaxTicker = 0;
var PARALLAXING = null;
var MAGIC_NUMBER = 230;
var ticker = 0;
var ticker2 = 0;
var ticker3 = 0;
self.update = function(){
// START PARALLAXING IN / OUT
@ -107,10 +185,10 @@ function BG_Party(){
// 0 to -180 in one second, smoothed
var t = Math.cos(parallaxTicker*Math.TAU/2); // 1 to -1
t = (1-t)/2; // 0 to 1
parallax = -t*210;
parallax = -t*MAGIC_NUMBER; // MAGIC NUMBER
// Anxiety Alpha
ALPHAS[1] = t;
ALPHAS[5] = t;
// DONE
if(t==1 || t==0){
@ -118,15 +196,26 @@ function BG_Party(){
// Stage 1 or 3 transition end
if(STAGE==1 || STAGE==3){
ALPHAS[2] = 0; // Party Action
ALPHAS[4] = 1; // Hong
ALPHAS[5] = 1; // Beebee
ALPHAS[6] = 0; // HIDE Party Hong
ALPHAS[7] = 1; // SHOW Battle Hong
}
// Stage 2 end
if(STAGE==2){
ALPHAS[8] = 0; // HIDE Battle Beebee
}
// Stage 4 end
if(STAGE==4){
ticker = 0;
self.party_hong.gotoFrame(26);
}
// Stage 5 transition end
if(STAGE==5){
ALPHAS[2] = 0; // Party Action
ALPHAS[3] = 1; // OUTRO Action
ALPHAS[6] = 0; // HIDE Party Hong
ALPHAS[9] = 1; // SHOW End
self.act2_end.gotoFrame(1);
}
}
@ -134,15 +223,83 @@ function BG_Party(){
}
// Anxiety BG
if(ALPHAS[1]>0){
self.anxiety.update(ALPHAS[1]);
if(ALPHAS[1]==1){ // if fully visible...
ALPHAS[0] = 0; // hide everything under
if(ALPHAS[5]>0){
self.anxiety.update(ALPHAS[5]);
if(ALPHAS[5]==1){ // if fully visible...
// hide everything under
ALPHAS[0] = 0;
ALPHAS[1] = 0;
ALPHAS[2] = 0;
ALPHAS[3] = 0;
ALPHAS[4] = 0;
}else{
ALPHAS[0] = 1; // show everything under
// show everything under
ALPHAS[0] = 1;
ALPHAS[1] = 1;
ALPHAS[2] = 1;
ALPHAS[3] = 1;
ALPHAS[4] = 1;
}
}
// SUPER HACKY - ANIMATE PARTY-HONG
if(self.party_hong.currentFrame>=5 && self.party_hong.currentFrame<11){
if(ticker<1/20){
ticker += 1/60;
}else{
ticker = 0;
self.party_hong.nextFrame();
}
}else if(self.party_hong.currentFrame>=26 && self.party_hong.currentFrame<32){
if(ticker<1/15){
ticker += 1/60;
}else{
ticker = 0;
self.party_hong.nextFrame();
}
}else if(self.party_hong.currentFrame>=36 && self.party_hong.currentFrame<=39){
if(ticker<1/15){
ticker += 1/60;
}else{
ticker = 0;
if(self.party_hong.currentFrame==39){
self.party_hong.gotoFrame(36);
}else{
self.party_hong.nextFrame();
}
}
}else{
ticker = 0;
}
// SUPER HACKY - ANIMATE PARTY-HUNTER
if(self.party_hunter.currentFrame>=19 && self.party_hunter.currentFrame<=20){
if(ticker2<1/3){
ticker2 += 1/60;
}else{
ticker2 = 0;
if(self.party_hunter.currentFrame==20){
self.party_hunter.gotoFrame(19);
}else{
self.party_hunter.nextFrame();
}
}
}else{
ticker2 = 0;
}
// SUPER HACKER - ANIMATE THE END
if(self.act2_end.currentFrame>=2 && self.act2_end.currentFrame<10){
if(ticker3<1/15){
ticker3 += 1/60;
}else{
ticker3 = 0;
self.act2_end.nextFrame();
}
}else{
ticker3 = 0;
}
};
self.draw = function(ctx){
@ -151,7 +308,7 @@ function BG_Party(){
for(var i=0; i<self.layers.length; i++){
var layer = self.layers[i];
layer.x = PARALLAXES[i] * parallax;// - OFFSETS[i];
layer.x = PARALLAXES[i] * parallax + OFFSETS[i];
if(ALPHAS[i]>0){
ctx.globalAlpha = ALPHAS[i];
layer.draw(ctx);
@ -165,17 +322,37 @@ function BG_Party(){
var STAGE = 0;
var _subscriptions = [];
_subscriptions.push(
subscribe("act2", function(thing, frame){
self[thing].gotoFrame(frame);
}),
subscribe("act2-out-1", function(){
// ANIMATE PARTY HONG
ticker = 0;
self.party_hong.gotoFrame(5);
STAGE = 1;
PARALLAXING = "out";
sfx("whoosh"); // WHOOSH
ALPHAS[8] = 1; // SHOW Battle Beebee
}),
subscribe("act2-in-2", function(){
// SHOW ACTION, HIDE CHARS
ALPHAS[2] = 1; // Party Action
ALPHAS[4] = 0; // Hong
ALPHAS[5] = 0; // Beebee
MAGIC_NUMBER = 210;
OFFSETS[8] = 220; // BB
// Dee & Dum! And Al-Shire is gone. And BG peeps change
self.dee.gotoFrame(4);
self.dum.gotoFrame(4);
self.bg_peeps.gotoFrame(2);
self.alshire.visible = false;
// Party Hong
self.party_hunter.gotoFrame(2); // talk
self.party_hong.gotoFrame(12); // look left
ALPHAS[6] = 1; // SHOW Party Hong
ALPHAS[7] = 0; // HIDE Battle Hong
// WHOOSH
STAGE = 2;
@ -184,16 +361,29 @@ function BG_Party(){
}),
subscribe("act2-out-3", function(){
MAGIC_NUMBER = 150;
PARALLAXES[10] = 3.2; // COUCH
OFFSETS[8] = 170; // BB
STAGE = 3;
PARALLAXING = "out";
sfx("whoosh"); // WHOOSH
ALPHAS[8] = 1; // SHOW Battle Beebee
}),
subscribe("act2-in-4", function(){
// SHOW ACTION, HIDE CHARS
ALPHAS[2] = 1; // Party Action
ALPHAS[4] = 0; // Hong
ALPHAS[5] = 0; // Beebee
// Dee & Dum
self.dee.gotoFrame(5);
self.dum.gotoFrame(5);
// Party Hunter & Hong
self.party_hunter.gotoFrame(13); // disappointed
self.party_hong.gotoFrame(25); // shocked
ALPHAS[6] = 1; // SHOW Party Hong
ALPHAS[7] = 0; // HIDE Battle Hong
ALPHAS[8] = 0; // HIDE Battle Beebee
// WHOOSH
STAGE = 4;
@ -202,15 +392,18 @@ function BG_Party(){
}),
subscribe("act2-out-5", function(){
// RUN FAST, PARALLAX
PARALLAXES[0] *= 3;
PARALLAXES[1] *= 3;
PARALLAXES[2] *= 3;
PARALLAXES[3] *= 3;
PARALLAXES[4] *= 3;
PARALLAXES[10] *= 3;
STAGE = 5;
PARALLAXING = "out";
}),
subscribe("act2-party-action", function(frameName){
self.partyActionSprite.gotoFrameByName(frameName);
}),
subscribe("act2-outro", function(frameName){
self.outroSprite.gotoFrameByName(frameName);
}),
subscribe("show_special_attack", function(){
var dom = $("#special_attack");
dom.setAttribute("attack", _.SPECIAL_ATTACK);

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@ -10,33 +10,105 @@ function Act2_Beebee(){
var spriteConfig = {
image: Library.images.act2_bb,
grid:{
width: 4,
height: 3
width: 10,
height: 8
},
frame:{
width: 720,
height: 400
height: 500
},
anchor:{
x: 306,
y: 188
x: 292.5,
y: 249.4
},
frameNames:[
"body_neutral*",
"body_sad*",
"body_happy*",
"body_yell*",
"body_cry*",
"body_shock*",
"body_normal",
"body_two_up",
"body_chest",
"body_point",
"body_one_up",
"body_scream_a_1*",
"body_scream_a_2*",
"mouth_shocked",
"mouth_small",
"mouth_small_talk",
"mouth_normal",
"mouth_normal_talk",
"mouth_smile",
"mouth_smile_talk",
"eyes_normal",
"eyes_normal_r",
"eyes_suspect",
"eyes_suspect_r",
"eyes_sad",
"eyes_sad_r",
"eyes_shock",
"eyes_happy",
"eyes_happy_r",
"eyes_closed",
"eyes_judge",
"body_judge_1",
"body_judge_2",
"body_scream_b_1*",
"body_scream_b_2*",
"body_scream_c_1*",
"body_scream_c_2*",
"body_cry_1*",
"body_cry_2*",
"body_cry_3*",
"body_cry_4",
"mouth_cry_talk",
"mouth_cry",
"eyes_cry",
"eyes_cry_2",
"body_cry_5*",
"body_cry_6",
"mouth_right",
"mouth_right_talk",
"eyes_cry_r_1",
"eyes_cry_r_2",
"eyes_cry_r_3",
"eyes_cry_r_4",
"mouth_blank", // BLANK
"eyes_blank", // BLANK
"eyes_asdf",
"eyes_angry",
"eyes_sad_2",
"eyes_wat",
"body_attacked*",
"body_pained*",
"body_special_1*",
"body_special_2*",
"eyes_blank",
"mouth_blank",
"body_frazzled",
"mouth_frazzled_talk",
"mouth_frazzled",
"eyes_frazzled",
"body_panicked",
"mouth_panicked",
"mouth_panicked_talk",
"eyes_panicked",
"body_special_a*",
"body_special_b_1*",
"body_special_b_2*",
"body_special_b_3*",
"body_special_c*",
"body_final_1*",
"body_final_2*",
"body_final_3*",
"body_final_4*",
"body_yell_1*",
"body_yell_2*",
"body_yell_angry_1*",
"body_yell_angry_2*"
],
x: 306,
y: 258+188
x: 292.5 - 10,
y: 470 + 2 // hack
};
// ANIM LOOPS
@ -44,12 +116,13 @@ function Act2_Beebee(){
// Inherit from Character!
Character.apply(self, [spriteConfig, animLoops]);
self.ALLOW_PARALLAX = true;
// Go To Frames!
self.gotoFrames({
body: "neutral",
mouth: "blank",
eyes: "blank",
body: "normal",
mouth: "normal",
eyes: "normal",
});
var _subscriptions = [];
_subscriptions.push( subscribe("bb", self.gotoFrames) );
@ -66,6 +139,13 @@ function Act2_Beebee(){
// Vibration!
ticker += 1/60;
self.characterSquash = 1 + Math.sin(ticker*Math.TAU*7)*0.01; // seven vibes per second
// TOTAL HACK
if(self.layers.body.currentFrameName=="body_special_c*"){
self.characterSquash = 1; // TOTAL HACK
self.bounce = 1;
self.bounceVel = 0;
}
// Old Draw
_oldDraw.apply(self, arguments);

View File

@ -10,32 +10,63 @@ function Act2_Hong(){
var spriteConfig = {
image: Library.images.act2_hong,
grid:{
width: 4,
height: 3
width: 6,
height: 6
},
frame:{
width: 720,
width: 400,
height: 400
},
anchor:{
x: 66,
y: 188
x: 78,
y: 200
},
frameNames:[
"body_ignore*",
"body_ignore_sweat*",
"body_attacked*",
"body_yell*",
"body_cry*",
"body_hold_alcohol*",
"body_drinking*",
"body_drunk*",
"body_attacked_2*",
"body_attacked_3*",
"body_facepalm*",
"body_facepalm_2*",
"body_facepalm_3*",
"body_smile",
"mouth_smile",
"mouth_smile_talk",
"body_yell",
"mouth_yell",
"mouth_yell_talk",
"body_cross",
"mouth_cross",
"mouth_cross_talk",
"body_defeated*",
"mouth_blank",
"eyes_blank",
"body_listen*",
"body_look*",
"mouth_blank", // BLANK!
"eyes_blank", // BLANK!
"eyes_asdf",
"eyes_omfg",
"body_hold*",
"body_drink*",
"body_forward",
"mouth_forward",
"mouth_forward_talk",
"body_back",
"mouth_back",
"mouth_back_talk",
"body_final",
"mouth_final",
"mouth_final_talk",
],
x: 66,
y: 258+188
x: 65 + 10,
y: 470 + 2
};
// ANIM LOOPS
@ -49,7 +80,7 @@ function Act2_Hong(){
body: "ignore",
mouth: "blank",
eyes: "blank",
});
}, 0); // zero bounce
var _subscriptions = [];
_subscriptions.push( subscribe("hong", self.gotoFrames) );
_subscriptions.push( subscribe("attack_hong", self.showAttackedIcon) );

View File

@ -103,14 +103,21 @@ function Character(spriteConfig, animLoops){
// Draw
self.characterSpeakerID = "derp";
self.characterSquash = 1;
self.ALLOW_PARALLAX = false;
self.x = -1337;
self.draw = function(ctx){
var fname;
var l = self.layers;
var c = self.characterFrames;
// Attacked? SHAKE WHOLE CONTEXT
// ALLOW PARALLAX???
ctx.save();
if(self.ALLOW_PARALLAX){
ctx.translate(self.x, 0);
}
// Attacked? SHAKE WHOLE CONTEXT
if(IVE_BEEN_ATTACKED){
var shakeDuration = 0.6;
if(attackedTimer<shakeDuration){

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@ -4,7 +4,7 @@ Loader.addScenes([
"scenes/intro.md",
"scenes/act1.md",
"scenes/intermission.md",
"scenes/act2.md",
"scenes/act2_test.md",
"scenes/act3.md",
"scenes/act4.md",
"scenes/credits.md"
@ -35,11 +35,11 @@ subscribe("START_GAME", function(){
$("#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");
_ = {"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("act4");
Game.goto("intro");
//Game.goto("intro");
});

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