ALL THESE SOUND EFFECTS
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@ -22,13 +22,13 @@ n: IN FACT, THAT SANDWICH IS PUTTING THEM IN *DANGER* RIGHT NOW
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n: QUICK, WARN THEM!
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`bb({eyes:"normal", mouth:"normal"})`
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`bb({eyes:"fear", mouth:"normal"})`
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`Game.OVERRIDE_TEXT_SPEED = 1.25;`
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b: Human! Listen, we're in danger! The danger is...
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n4: (LET _YOUR_ ANXIETY COME OUT TO PLAY! PICK WHAT _YOUR_ FEAR WOULD MOST LIKELY SAY TO YOU)
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n4: (LET *YOUR* ANXIETY COME OUT TO PLAY! PICK WHAT'S MOST SIMILAR TO WHAT *YOUR* FEAR TELLS YOU:)
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[We're eating alone for lunch! Again!](#act1a_alone)
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@ -79,6 +79,8 @@ n: YOU USED *FEAR OF BEING UNLOVED*
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# act1a_productive
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`bb({mouth:"small", eyes:"normal"});`
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b: Whip out your laptop and do some work right now!
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`hong({eyes:"0_annoyed"})`
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@ -90,9 +92,9 @@ bb({mouth:"normal", eyes:"fear"});
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Game.OVERRIDE_TEXT_SPEED = 1.5;
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```
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b: If we're not contributing to the body of society then we're a selfish parasite!
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b: If we're not contributing to the body of society then we're a society-parasite!
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b: The society-body will go to the society-doctor for medication to kill their society-parasites so we'll--
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b: The society-body will go to the society-doctor for medication to kill their society-parasites then we'll--
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```
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bb({body:"panic", mouth:"normal", eyes:"fear"});
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@ -158,7 +160,7 @@ b: See, human? I am your loyal guard-wolf!
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`bb({body:"point_heart", eyes:"pretty"});`
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b: I protect. I attack. But most importantly, I shall always have your back.
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b: Trust your gut! Your feelings are always valid!
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n: GET YOUR HUMAN'S ENERGY BAR TO ZERO
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@ -223,26 +225,26 @@ b: Doesn't that weirdo throw a party *every* weekend?
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`bb({eyes:"uncertain_right"});`
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b: They must be deeply messed up on the inside!
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b: What inner void are they trying to fill? They must be deeply messed up on the inside!
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`hong({eyes:"surprise"});`
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h: Also, I got an invite?
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`bb({eyes:"narrow", mouth:"normal"});`
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`bb({eyes:"fear", mouth:"normal"});`
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b: Well then!
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[Say yes, or we'll die from loneliness](#act1c_loner)
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[Say yes, or we'll die from loneliness!](#act1c_loner)
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[Say no, it's probably full of lethal drugs](#act1c_drugs)
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[Say no, it's full of poisonous drugs!](#act1c_drugs)
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[Ignore it, we just make parties sad](#act1c_sad)
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[Ignore it, we just make parties sad.](#act1c_sad)
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# act1c_loner
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{{if _.fifteencigs}}
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b: Fifteen cigarettes a day, human. Fifteen.
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b: Fifteen cigarettes a day, human! Fifteen!
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{{/if}}
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{{if !_.fifteencigs}}
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@ -254,7 +256,7 @@ b: Then no one will show up at our funeral, they'll dump our ashes into the ocea
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{{/if}}
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{{if !_.fifteencigs}}
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b: and we become WHALE POOP.
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b: and we become WHALE POOP!
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{{/if}}
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{{if !_.fifteencigs}} `_.whalepoop = true` {{/if}}
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@ -275,7 +277,7 @@ b: So yeah we should go to that party!
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{{/if}}
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{{if _.parasite}}
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b: Just bring the laptop so we can do some work.
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b: Just bring the laptop so we can do work, and not be a society-parasite.
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{{/if}}
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{{if _.whitebread}}
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@ -324,7 +326,7 @@ attack("10p", "harm");
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(...2500)
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{{if _.parasite}}
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b: Besides, can't party, we need to do work or we're a terrible parasite!
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b: Besides, can't party, we need to do work or we're a terrible society-parasite!
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{{/if}}
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`hong({mouth:"anger", eyes:"anger"});`
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@ -348,7 +350,7 @@ b: All we ever do is cry in a corner about how loneliness is as deadly as 15 cig
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{{/if}}
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{{if _.parasite}}
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b: All we ever do at parties is worry about how we should be doing work instead.
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b: All we ever do at parties is worry about how we should be productive instead.
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{{/if}}
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{{if _.whitebread}}
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@ -360,7 +362,7 @@ bb({mouth:"normal", eyes:"normal"});
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hong({mouth:"neutral", eyes:"lookaway"});
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```
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h: gee i wonder why
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h: gee i wonder why.
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`hong({eyes:"neutral"});`
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@ -410,7 +412,7 @@ h: What's new on Twitter?
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[Oh no, is that tweet secretly about *us?*](#act1d_subtweet)
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[hey, a GIF of a cat drinking milk](#act1d_milk)
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[Hey, a GIF of a cat drinking milk.](#act1d_milk)
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# act1d_news
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@ -452,7 +454,7 @@ attack("10p", "harm");
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```
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music('battle', {volume:0.5});
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hong({mouth:"anger", eyes:"anger"});
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bb({body:"normal", mouth:"normal", eyes:"uncertain"});
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bb({body:"normal", mouth:"normal", eyes:"normal"});
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Game.OVERRIDE_TEXT_SPEED = 1.5;
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```
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@ -519,7 +521,7 @@ attack("10p", "alone");
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```
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hong({mouth:"anger", eyes:"annoyed"});
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bb({body:"normal", mouth:"normal", eyes:"uncertain"});
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bb({body:"normal", mouth:"normal", eyes:"normal"});
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```
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h: o-KAY, gonna try Snapchat.
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@ -541,7 +543,7 @@ Game.OVERRIDE_TEXT_SPEED = 1.8;
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b: CATS CAN'T DIGEST MILK AND WE'RE TERRIBLE PEOPLE FOR ENJOYING ANIMAL ABUSE
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```
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bb({body:"normal", mouth:"normal", eyes:"narrow"});
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bb({body:"normal", mouth:"normal", eyes:"fear"});
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attack("10p", "bad");
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```
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@ -552,7 +554,7 @@ attack("10p", "bad");
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```
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hong({mouth:"anger", eyes:"annoyed"});
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bb({body:"normal", mouth:"normal", eyes:"uncertain"});
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bb({body:"normal", mouth:"normal", eyes:"normal"});
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```
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h: o-KAY, gonna try Snapchat.
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@ -589,11 +591,11 @@ bb({mouth:"normal", eyes:"normal"});
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[Change our answer! It's too crowded!](#act1e_yes_changetono)
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{{if _.subtweet}}
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[yeah they were totally subtweeting us](#act1e_ignore_subtweet)
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[Yeah they were totally subtweeting us.](#act1e_ignore_subtweet)
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{{/if}}
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{{if _.badnews}}
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[wait we retweeted without fact-checking](#act1e_ignore_factcheck)
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[Wait we retweeted without fact-checking.](#act1e_ignore_factcheck)
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{{/if}}
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{{if (!_.subtweet && !_.badnews)}}
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@ -698,11 +700,11 @@ h: Maybe I shouldn't have said no to the invite?
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[Change our answer! Don't die alone!](#act1e_no_changetoyes)
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{{if _.subtweet}}
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[yeah they were totally subtweeting us](#act1e_ignore_subtweet)
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[Yeah they were totally subtweeting us.](#act1e_ignore_subtweet)
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{{/if}}
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{{if _.badnews}}
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[wait we retweeted without fact-checking](#act1e_ignore_factcheck)
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[Wait we retweeted without fact-checking.](#act1e_ignore_factcheck)
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{{/if}}
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{{if (!_.subtweet && !_.badnews)}}
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@ -801,14 +803,14 @@ h: Why are you like this?!
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# act1e_ignore_factcheck
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```
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bb({eyes:"anger"});
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bb({eyes:"fear"});
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Game.OVERRIDE_TEXT_SPEED = 1.5;
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```
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b: We're spreading disinformation! We're destroying trust in a free press!
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```
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bb({body:"scream_anger"});
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bb({body:"scream"});
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Game.OVERRIDE_TEXT_SPEED = 1.5;
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```
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@ -823,7 +825,7 @@ attack("10p", "bad");
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(...2500)
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```
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hong({mouth:"anger", eyes:"anger"});
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hong({mouth:"anger", eyes:"fear"});
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Game.OVERRIDE_TEXT_SPEED = 1.5;
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_.factcheck = true;
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```
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@ -835,7 +837,7 @@ h: Why are you like this?!
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# act1e_ignore_posture
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```
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bb({eyes:"anger"});
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bb({eyes:"fear"});
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Game.OVERRIDE_TEXT_SPEED = 1.5;
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```
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@ -875,7 +877,7 @@ h: Maybe I shouldn't have ignored the invite?
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`bb({mouth:"normal", eyes:"normal"});`
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[Keep ignoring, we're still party poopers](#act1e_ignore_continue)
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[Keep ignoring, we're still party poopers.](#act1e_ignore_continue)
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[Actually, say yes.](#act1e_ignore_changetoyes)
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@ -946,7 +948,10 @@ h: It's not a hookup app, it's just a way to meet new peopl--
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b: It's a hookup app.
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`hong({eyes:"surprise", mouth:"smile"})`
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```
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hong({eyes:"surprise", mouth:"smile"});
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bb({eyes:"normal"});
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```
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h: Oh, I got a match! They look cute!
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@ -984,7 +989,7 @@ b: but they can never fill the hole
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b: in *here*.
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(...3000)
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(...1000)
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```
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bb({body:"normal", mouth:"normal", eyes:"fear"});
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@ -1008,7 +1013,7 @@ attack("30p", "alone");
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`bb({eyes:"narrow", mouth:"small"})`
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b: You think other people's genitals are Pokémon for you to collect?
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b: You think other people's genitals are Pokémon for us to collect?
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```
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bb({body:"sing", eyes:"pretty", mouth:"shut"});
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@ -1142,7 +1147,7 @@ h: i'm so sick of this game.
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h:
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{{if _.fifteencigs}}"loneliness will kill us"... {{/if}}
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{{if _.parasite}}"be productive or we're a parasite"... {{/if}}
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{{if _.parasite}}"we're a society-parasite"... {{/if}}
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{{if _.whitebread}}"don't eat that, it'll kill us"... {{/if}}
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{{if _.subtweet}}"they're talking behind our back"... {{/if}}
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{{if _.badnews}}"the world is burning"... {{/if}}
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@ -1243,7 +1248,7 @@ b: wha?
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`hong({body:"phone1", eyes:"anger", mouth:"anger"});`
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h: I'm going to say YES to that party
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h: I'm going to say YES to that party,
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{{if _.act1g=="go"}}
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h: NOT because you want me to, but because *I* want to.
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@ -1386,7 +1391,7 @@ n: NOW THAT THEIR ENERGY IS ZERO, YOU CAN DIRECTLY CONTROL THEIR ACTIONS
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n: PICK YOUR ENDING MOVE
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`//bb({mouth:"normal", eyes:"narrow"});`
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`bb({mouth:"small_lock", eyes:"fear"});`
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n: *FINISH THEM*
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@ -1396,10 +1401,12 @@ n: *FINISH THEM*
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# act1i_phone
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`bb({eyes:"anger", mouth:"normal"})`
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`bb({mouth:"normal", eyes:"narrow"})`
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b: Your phone was giving you a panic attack!
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`bb({eyes:"anger"})`
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b: Zuckerberg and Co are hijacking your mental health for venture capitalist money!
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```
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@ -1423,7 +1430,7 @@ b: KILL IT KILL IT KILL IT KILL IT KILL IT KILL IT KILL IT KILL IT KILL IT KILL
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# act1i_cry
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`bb({eyes:"fear"})`
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`bb({eyes:"fear", mouth:"normal"})`
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b: The whole world is filled with danger!
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File diff suppressed because it is too large
Load Diff
181
scenes/act2.md
181
scenes/act2.md
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@ -354,23 +354,31 @@ _.a2_attack_1 = "bad";
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`bb({body:"one_up", eyes:"normal_r"})`
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b: I mean, what can we possibly do that matters in the end?
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b: At the end of it all, what can we possibly do that really matters?
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`bb({body:"normal", eyes:"sad"})`
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b: All art will be forgotten. All inventions will be obsolete. All moral movements will be overturned.
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b: Contribute to humanity? All great works fade away the way of Ozymandias. Love? Death will always do that part.
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`bb({eyes:"sad_r"})`
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b: All family lines die. All humans die. All planets and suns and galaxies die.
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`bb({eyes:"suspect"})`
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b: The arc of the moral universe is long, but it bends toward *entropic heat death*.
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b: And how much death there is! *We* will die. *Our loved ones* will die.
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`bb({eyes:"shock", body:"two_up"})`
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b: How can our existence *matter* when in a few trillion years even *matter* won't exist?! What ca--
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b: Heck, the Second Law of Thermodynamics means even our *universe* will die!
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`bb({eyes:"suspect", body:"normal"})`
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b: Oh, "death makes us appreciate life"? That's like saying we need to keep slaves to appreciate freedom!
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`bb({body:"one_up"})`
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b: Oh, "you need to make your own meaning"? That's what cultists and conspiracy theorists do!
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`bb({eyes:"shock", body:"two_up"})`
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b: Life has no meaning, death has no meaning, even *meaning* has no meaning! What is a mortal soul supposed to--
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```
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_.a2_first_danger = 'meaning';
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# act2b
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`bb({eyes:"normal", mouth:"normal", body:"normal"})`
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`bb({eyes:"normal", mouth:"normal", body:"normal", MOUTH_LOCK:true})`
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b: ...
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b: Um... can you hear me, human?
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`bb({eyes:"normal"})`
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`bb({eyes:"normal", MOUTH_LOCK:true})`
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b: ...
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`bb({eyes:"shock", mouth:"small", body:"chest"})`
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`bb({eyes:"shock", mouth:"small_talk", body:"chest", MOUTH_LOCK:true})`
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b: *GASP*
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@ -442,6 +450,7 @@ b: We need to get out of here and quarantine ourselves forever in a small room w
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```
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_.a2_second_danger = 'netflix';
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_.a2_attack_2 = "alone";
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_.a2_hoodie_callback = "a quarantine";
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```
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(#act2c)
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@ -456,48 +465,44 @@ b: DON'T BE A CREEP. IT'S AGAINST THE LAW!
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(...201)
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`bb({body:"judge_2"}, 0)`
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```
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bb({body:"judge_2"}, 0);
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sfx("gravel");
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```
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(...201)
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(...168)
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`bb({body:"judge_1"}, 0)`
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(...201)
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(...168)
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`bb({body:"judge_2"}, 0)`
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(...201)
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(...168)
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`bb({body:"judge_1"}, 0)`
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(...201)
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`bb({body:"judge_2"}, 0)`
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(...501)
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b: Creep Law, Section 74.5: (1) Any Person who checks out (a) those muscular shoulders (b) that bubble booty (2) shall be hereby known as
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`bb({eyes:"angry", body:"two_up", mouth:"normal"})`
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`bb({eyes:"shock", body:"two_up", mouth:"normal"})`
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b: "A BIG DISGUSTING TRASH PERVERT"
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```
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_.a2_second_danger = 'law';
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_.a2_attack_2 = "bad";
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_.a2_hoodie_callback = "the law";
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```
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(#act2c)
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# act2b_louder_meaning
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`bb({eyes:"normal", body:"point", mouth:"normal"})`
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b: ACTUALLY YOU KNOW WHAT'S WORSE THAN HAVING NO IMPACT ON HUMANITY?
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`bb({body:"two_up", mouth:"normal", eyes:"shock"})`
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b: HAVING *ALL* THE IMPACT ON HUMANITY.
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b: Actually, even if you find a noble purpose in life, you can *still* mess everything up!
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`bb({body:"normal", mouth:"normal", eyes:"normal"})`
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@ -518,6 +523,7 @@ b: IT'S THE BUTTERFLY EFFECT, HUMAN! HOW MANY PEOPLE ARE YOU ACCIDENTALLY KILLIN
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```
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_.a2_second_danger = 'butterfly';
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_.a2_attack_2 = "bad";
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_.a2_hoodie_callback = "World War I";
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```
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(#act2c)
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@ -532,7 +538,7 @@ b: Actually, you know what's worse than no-one liking you? *Everyone* liking you
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|||
|
||||
`bb({body:"one_up", eyes:"suspect", mouth:"normal"})`
|
||||
|
||||
b: That is, becoming one of *these* shallow party animals.
|
||||
b: That is, becoming one of *these* pleasure-chasing party animals.
|
||||
|
||||
`bb({body:"normal", mouth:"small"})`
|
||||
|
||||
|
@ -540,11 +546,12 @@ b: A shallow life with shallow friends who only know the shallow you!
|
|||
|
||||
`bb({body:"two_up", eyes:"shock", mouth:"normal"})`
|
||||
|
||||
b: Human, we need to run away from these dopamine-zombies before they turn us into one of them!
|
||||
b: Human, we need to run away from these pleasure-zombies before they turn us into one of them!
|
||||
|
||||
```
|
||||
_.a2_second_danger = 'zombies';
|
||||
_.a2_attack_2 = "alone";
|
||||
_.a2_hoodie_callback = "zombies";
|
||||
```
|
||||
|
||||
(#act2c)
|
||||
|
@ -572,6 +579,7 @@ b: BY PARTYING, WE'RE HELPING *HITLER*.
|
|||
```
|
||||
_.a2_second_danger = 'hitler';
|
||||
_.a2_attack_2 = "bad";
|
||||
_.a2_hoodie_callback = "Hitler";
|
||||
```
|
||||
|
||||
(#act2c)
|
||||
|
@ -595,6 +603,7 @@ b: DIEEEEEEEEEEEEEEEEEE
|
|||
```
|
||||
_.a2_second_danger = 'ignore';
|
||||
_.a2_attack_2 = "harm";
|
||||
_.a2_hoodie_callback = "carbon monoxide";
|
||||
```
|
||||
|
||||
(#act2c)
|
||||
|
@ -603,7 +612,7 @@ _.a2_attack_2 = "harm";
|
|||
|
||||
```
|
||||
hong({body:"ignore_sweat"});
|
||||
bb({eyes:"normal", mouth:"normal", body:"normal"});
|
||||
bb({eyes:"normal", mouth:"normal", body:"normal", MOUTH_LOCK:true});
|
||||
```
|
||||
|
||||
b: ...
|
||||
|
@ -676,6 +685,8 @@ b: And then they'd have to sterilize the drone to rid it of our SAD LUMP GERMS
|
|||
|
||||
`_.a2_attack_3 = "alone";`
|
||||
|
||||
`_.a2_hoodie_callback = "a quarantine";`
|
||||
|
||||
(#act2d)
|
||||
|
||||
# act2c_louder_law
|
||||
|
@ -684,24 +695,23 @@ b: And then they'd have to sterilize the drone to rid it of our SAD LUMP GERMS
|
|||
|
||||
(...201)
|
||||
|
||||
`bb({body:"judge_2"}, 0)`
|
||||
```
|
||||
bb({body:"judge_2"}, 0);
|
||||
sfx("gravel");
|
||||
```
|
||||
|
||||
(...201)
|
||||
(...168)
|
||||
|
||||
`bb({body:"judge_1"}, 0)`
|
||||
|
||||
(...201)
|
||||
(...168)
|
||||
|
||||
`bb({body:"judge_2"}, 0)`
|
||||
|
||||
(...201)
|
||||
(...168)
|
||||
|
||||
`bb({body:"judge_1"}, 0)`
|
||||
|
||||
(...201)
|
||||
|
||||
`bb({body:"judge_2"}, 0)`
|
||||
|
||||
(...501)
|
||||
|
||||
b: The BIG DISGUSTING TRASH PERVERT shall be sentenced to 72 hours in one of those medieval public-humiliation devices
|
||||
|
@ -714,6 +724,8 @@ b: because they're a BIG DISGUSTING TRASH PERVERT
|
|||
|
||||
`_.a2_attack_3 = "bad";`
|
||||
|
||||
`_.a2_hoodie_callback = "the law";`
|
||||
|
||||
(#act2d)
|
||||
|
||||
# act2c_louder_butterfly
|
||||
|
@ -736,13 +748,15 @@ b: BAM, YOU BANKRUPT OUR HEALTHCARE SYSTEM AND MILLIONS DIE
|
|||
|
||||
`_.a2_attack_3 = "bad";`
|
||||
|
||||
`_.a2_hoodie_callback = "the butterfly effect";`
|
||||
|
||||
(#act2d)
|
||||
|
||||
# act2c_louder_zombies
|
||||
|
||||
`bb({body:"normal", mouth:"small", eyes:"angry"})`
|
||||
|
||||
b: These popularity-zombies will stumble towards you mumbling,
|
||||
b: These pleasure-zombies will stumble towards you mumbling,
|
||||
|
||||
`bb({body:"normal", mouth:"normal", eyes:"shock"})`
|
||||
|
||||
|
@ -754,6 +768,8 @@ b: Then they'll BITE YOU and turn you into a BRAINLESS BRO and/or THOUGHTLESS TH
|
|||
|
||||
`_.a2_attack_3 = "bad";`
|
||||
|
||||
`_.a2_hoodie_callback = "zombies";`
|
||||
|
||||
(#act2d)
|
||||
|
||||
# act2c_louder_hitler
|
||||
|
@ -772,6 +788,8 @@ b: *Now our plans can go fourth, reich on schedule!*
|
|||
|
||||
`_.a2_attack_3 = "bad";`
|
||||
|
||||
`_.a2_hoodie_callback = "Hitler";`
|
||||
|
||||
(#act2d)
|
||||
|
||||
# act2c_louder_ignore
|
||||
|
@ -790,6 +808,8 @@ b: WE WOULDN'T EVEN SEE DEATH APPROACH. WE'D JUST STOP EXISTING FOREVER AND EVER
|
|||
|
||||
`_.a2_attack_3 = "harm";`
|
||||
|
||||
`_.a2_hoodie_callback = "carbon monoxide";`
|
||||
|
||||
(#act2d)
|
||||
|
||||
# act2c_different_social
|
||||
|
@ -848,6 +868,8 @@ b: AHHH WE'RE DYING! WE'RE DYING WE'RE DYING WE'RE DYI--
|
|||
|
||||
`_.a2_attack_3 = "harm";`
|
||||
|
||||
`_.a2_hoodie_callback = "punch bowls";`
|
||||
|
||||
(#act2d)
|
||||
|
||||
# act2d
|
||||
|
@ -874,9 +896,9 @@ attack("20p", _.a2_attack_3);
|
|||
|
||||
(...1001)
|
||||
|
||||
h: FUCK!
|
||||
h: FAAACK!
|
||||
|
||||
h: FUCKING FUCK-FUKKITY *FUUUUUCK*
|
||||
h: FACKING FACK-FAKKITY *FAAAAACK*
|
||||
|
||||
`bb({body:"two_up", mouth:"smile", eyes:"happy"});`
|
||||
|
||||
|
@ -888,7 +910,7 @@ b: Why were you ignoring me?
|
|||
|
||||
`hong({body:"facepalm"})`
|
||||
|
||||
h: Holy hell, you stupid sack of shit.
|
||||
h: Holy hell, you absolute moron.
|
||||
|
||||
`hong({body:"facepalm_2"})`
|
||||
|
||||
|
@ -901,11 +923,11 @@ hong({body:"facepalm_3"});
|
|||
bb({eyes:"normal"});
|
||||
```
|
||||
|
||||
h: I was trying to fucking *starve* you, you sadistic asshole!
|
||||
h: I was trying to *starve* you, you sadistic asshole!
|
||||
|
||||
`hong({body:"smile", mouth:"smile"})`
|
||||
|
||||
h: Fuck it, I'll do positive affirmations instead.
|
||||
h: Screw it, I'll do positive affirmations instead.
|
||||
|
||||
h: *I am loved. I am good. I am smart. I am beautiful. I am special.*
|
||||
|
||||
|
@ -913,7 +935,7 @@ h: *I am loved. I am good. I am smart. I am beautiful. I am special.*
|
|||
|
||||
[Golly, that's so narcissistic!](#act2d_narcissist)
|
||||
|
||||
[You know affirmations were *disproven?*](#act2d_disproven)
|
||||
[Y'know affirmations were *disproven?*](#act2d_disproven)
|
||||
|
||||
[omg don't credit random stories to indigenous folk](#act2d_racist)
|
||||
|
||||
|
@ -1003,23 +1025,27 @@ attack("10p", "bad");
|
|||
|
||||
# act2e
|
||||
|
||||
h: FUCKDAMMIT.
|
||||
h: ASSDAMMIT.
|
||||
|
||||
`hong({body:"yell", mouth:"yell"})`
|
||||
|
||||
h: You know what? You're *irrational*.
|
||||
|
||||
h: Everyone already knows emotions are irrational! Especially fear!
|
||||
h: Everyone knows emotions are irrational! Especially fear!
|
||||
|
||||
`hong({body:"facepalm_2"})`
|
||||
|
||||
h: You're nothing but neuro-chemicals. You're just a useless evolutionary leftover like my appendix or wisdom teeth.
|
||||
h: You're just a useless evolutionary leftover, like my appendix or wisdom teeth!
|
||||
|
||||
`hong({body:"yell", mouth:"yell"})`
|
||||
|
||||
h: Hell, this whole wolf metaphor is stupid! You're just a bunch of neuro-chemicals in my head.
|
||||
|
||||
`hong({body:"cross", mouth:"cross"})`
|
||||
|
||||
h: So why should I listen to a worthless, irrational shitstain like you?!
|
||||
h: So why should I listen to a worthless, irrational, non-existent piece of shit like you?!
|
||||
|
||||
`bb({eyes:"sad"})`
|
||||
`bb({eyes:"sad", MOUTH_LOCK:true})`
|
||||
|
||||
b: ...
|
||||
|
||||
|
@ -1027,7 +1053,7 @@ b: ...
|
|||
|
||||
[What about "your feelings are valid"?](#act2e_valid)
|
||||
|
||||
[We share a brain. We're equally rational.](#act2e_rational)
|
||||
[Human, we're *both* "just chemicals".](#act2e_rational)
|
||||
|
||||
# act2e_hurtful
|
||||
|
||||
|
@ -1054,15 +1080,23 @@ attack("10p", "harm");
|
|||
|
||||
`bb({body:"normal", mouth:"normal", eyes:"normal_r"});`
|
||||
|
||||
b: Which means if *I'm* irrational, then *you're* irrational!
|
||||
b: Your deepest motivations are dopamine, your richest joys are seratonin.
|
||||
|
||||
`bb({body:"one_up"});`
|
||||
|
||||
b: Your memories are synaptic weights, your reason is fault-prone electrical signals.
|
||||
|
||||
`bb({eyes:"normal", body:"normal"});`
|
||||
|
||||
b: So if me being "just chemicals" means *I'm* irrational... then that means *you're* irrational!
|
||||
|
||||
`bb({body:"two_up", eyes:"shock"});`
|
||||
|
||||
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* irrational, then we'll *never* figure out how to be fulfilled and happy!
|
||||
|
||||
`bb({body:"scream_a_1"})`
|
||||
|
||||
b: AHHH WE'RE SO LOST! SO LOST SO LOST SO LOST--
|
||||
b: AHHH WE'RE BROKEN! SO BROKEN SO BROKEN SO BROKEN--
|
||||
|
||||
```
|
||||
music(null);
|
||||
|
@ -1087,11 +1121,11 @@ b: But "they" also say emotions are irrational, that emotions are not to be trus
|
|||
|
||||
`bb({eyes:"angry"});`
|
||||
|
||||
b: Maybe "they" are just full of crud!
|
||||
b: Oh my gosh, "they" have been lying to us this whole time!
|
||||
|
||||
`bb({body:"scream_a_1"})`
|
||||
|
||||
b: "THEY" ARE FEEDING US CONTRADICTIONS AS PART OF THE SELF-HELP INDUSTRIAL COMPLEX
|
||||
b: "THEY" FEED US CONTRADICTIONS TO MAKE US DEPENDENT ON THE SELF-HELP INDUSTRIAL COMPLEX
|
||||
|
||||
```
|
||||
music(null);
|
||||
|
@ -1106,7 +1140,7 @@ attack("10p", "harm");
|
|||
|
||||
# act2f
|
||||
|
||||
`hong({body:"defeated"});`
|
||||
`hong({body:"defeated", MOUTH_LOCK:true});`
|
||||
|
||||
h: ...
|
||||
|
||||
|
@ -1114,6 +1148,8 @@ h: I hate this. God it hurts so much I *hate* this.
|
|||
|
||||
h: I can't appease you. I can't ignore you. I can't fight you.
|
||||
|
||||
`bb({eyes:"suspect"});`
|
||||
|
||||
h: No matter what I do, I can't seem to get rid of yo--
|
||||
|
||||
`bb({body:"cry_1"});`
|
||||
|
@ -1177,6 +1213,7 @@ music('party1', {volume:0.4, fade:2});
|
|||
|
||||
```
|
||||
publish("act2",["party_hunter",2]);
|
||||
Game.WORDS_HEIGHT_BOTTOM = 230;
|
||||
```
|
||||
|
||||
r: Looks like you're caught in a fight with yourself, kid.
|
||||
|
@ -1193,16 +1230,19 @@ publish("act2",["party_hunter",4]);
|
|||
publish("act2",["party_hong",14]);
|
||||
```
|
||||
|
||||
r: You were, uh, mumbling at your hoodie.
|
||||
r: You were, uh, mumbling at your hoodie about {{_.a2_hoodie_callback}} or something.
|
||||
|
||||
```
|
||||
publish("act2",["party_hunter",13]);
|
||||
publish("act2",["party_hong",15]);
|
||||
sfx("rustle", {volume:0.6});
|
||||
setTimeout(function(){
|
||||
publish("act2",["party_hong",16]);
|
||||
sfx("concrete_step3", {volume:0.6});
|
||||
},401);
|
||||
setTimeout(function(){
|
||||
publish("act2",["party_hong",17]);
|
||||
sfx("concrete_step4", {volume:0.6});
|
||||
},801);
|
||||
```
|
||||
|
||||
|
@ -1211,6 +1251,7 @@ h2: oh god i'm such a mess.
|
|||
```
|
||||
publish("act2",["party_hunter",7]);
|
||||
publish("act2",["party_hong",18]);
|
||||
sfx("squeak");
|
||||
```
|
||||
|
||||
r: Hey. You're not alone, friend. Anxiety's super common.
|
||||
|
@ -1273,6 +1314,7 @@ sfx("rustle");
|
|||
```
|
||||
publish("act2",["party_hunter",10]);
|
||||
publish("act2",["party_hong",23]);
|
||||
sfx("rustle2");
|
||||
```
|
||||
|
||||
(...1001)
|
||||
|
@ -1281,19 +1323,20 @@ publish("act2",["party_hong",23]);
|
|||
publish("act2",["party_hunter",11]);
|
||||
```
|
||||
|
||||
r: My own specialty blend. It's a mix of... well, everything.
|
||||
r: My own specialty blend. It's a bit stronger than... well, anything legal really.
|
||||
|
||||
```
|
||||
publish("act2",["party_hunter",12]);
|
||||
publish("act2",["party_hong",24]);
|
||||
```
|
||||
|
||||
r: Bottoms up, motherfucker.
|
||||
r: Bottoms up, bee-yatch!
|
||||
|
||||
```
|
||||
hong({body:"hold"});
|
||||
bb({body:"normal", mouth:"small", eyes:"wat"});
|
||||
Game.clearText();
|
||||
Game.WORDS_HEIGHT_BOTTOM = -1;
|
||||
publish("act2-out-3");
|
||||
publish("hp_show");
|
||||
```
|
||||
|
@ -1419,6 +1462,7 @@ music('battle', {volume:0.5});
|
|||
```
|
||||
bb({body:"special_b_1"});
|
||||
hong({body:"forward", mouth:"forward"});
|
||||
sfx("charging");
|
||||
```
|
||||
|
||||
h: What's this crap?
|
||||
|
@ -1528,11 +1572,17 @@ music('party1', {volume:0.6, fade:1.5});
|
|||
|
||||
(...2001)
|
||||
|
||||
`publish("act2",["party_hong",26]);`
|
||||
```
|
||||
publish("act2",["party_hong",26]);
|
||||
sfx("slide");
|
||||
```
|
||||
|
||||
(...1001)
|
||||
|
||||
`publish("act2",["party_hunter",14]);`
|
||||
```
|
||||
publish("act2",["party_hunter",14]);
|
||||
Game.WORDS_HEIGHT_BOTTOM = 230;
|
||||
```
|
||||
|
||||
r: You alright, kid?
|
||||
|
||||
|
@ -1626,6 +1676,7 @@ Game.clearText();
|
|||
publish("act2-out-5");
|
||||
publish("act2-outro", ["end1"]);
|
||||
music("hum", {fade:2, volume:0.6});
|
||||
Game.WORDS_HEIGHT_BOTTOM = -1;
|
||||
```
|
||||
|
||||
(...2500)
|
||||
|
@ -1661,7 +1712,7 @@ sfx("hit");
|
|||
|
||||
(...1000)
|
||||
|
||||
h: I'm going to the party next weekend.
|
||||
h: I'm coming back to the party next weekend.
|
||||
|
||||
h: The next time we fight, I'm not just going to *defeat* you...
|
||||
|
||||
|
@ -1670,26 +1721,26 @@ h: I'm going to fucking *kill* you.
|
|||
```
|
||||
Game.clearText();
|
||||
publish("act2", ["act2_end","next"]);
|
||||
sfx("grass_step1");
|
||||
sfx("concrete_step1");
|
||||
````
|
||||
|
||||
(...901)
|
||||
|
||||
```
|
||||
publish("act2", ["act2_end","next"]);
|
||||
sfx("grass_step2", {volume:0.8});
|
||||
sfx("concrete_step2", {volume:0.8});
|
||||
```
|
||||
|
||||
(...901)
|
||||
|
||||
```
|
||||
publish("act2", ["act2_end","next"]);
|
||||
sfx("grass_step1", {volume:0.5});
|
||||
sfx("concrete_step3", {volume:0.5});
|
||||
```
|
||||
|
||||
(...901)
|
||||
|
||||
`sfx("grass_step2", {volume:0.25});`
|
||||
`sfx("concrete_step4", {volume:0.25});`
|
||||
|
||||
(...3000)
|
||||
|
||||
|
|
114
scenes/act3.md
114
scenes/act3.md
|
@ -3,6 +3,7 @@
|
|||
```
|
||||
SceneSetup.act3();
|
||||
Game.WORDS_HEIGHT_BOTTOM = 205;
|
||||
sfx("cheers");
|
||||
```
|
||||
|
||||
r: Cheers!
|
||||
|
@ -10,9 +11,10 @@ r: Cheers!
|
|||
```
|
||||
publish("act3",["roofhunter",1]);
|
||||
publish("act3",["roofhong",1]);
|
||||
sfx("drinking");
|
||||
```
|
||||
|
||||
(...1001)
|
||||
(...4001)
|
||||
|
||||
```
|
||||
publish("act3-alpha", ["dizzyhunter",1]);
|
||||
|
@ -535,7 +537,10 @@ bb({ eyes:"ignore_oh_crap" });
|
|||
|
||||
h: Okay then. Bottoms up.
|
||||
|
||||
`bb({ mouth:"normal", eyes:"oh_crap" });`
|
||||
```
|
||||
bb({ mouth:"normal", eyes:"oh_crap" });
|
||||
Game.OVERRIDE_TEXT_SPEED = 2;
|
||||
```
|
||||
|
||||
b: WAIT NO THAT WAS REVERSE PSYCHOLOGY YOU WERE SUPPOSED TO DO THE *OPPOSITE* OF WHAT I SA--
|
||||
|
||||
|
@ -773,7 +778,7 @@ hong({ body:"stop", mouth:"stop", eyes:"blank" });
|
|||
|
||||
h: Yeah, well, this was a dumb idea anyway.
|
||||
|
||||
h: I only did this to fuck you up, and, well, I fucked you up.
|
||||
h: I only did this to mess you up, and, well, I messed you up.
|
||||
|
||||
h: Let's just call this round a tie, okay?
|
||||
|
||||
|
@ -834,6 +839,7 @@ Game.WORDS_HEIGHT_BOTTOM = 205;
|
|||
(...3501)
|
||||
|
||||
```
|
||||
sfx("bottle_toss");
|
||||
publish('hong-next');
|
||||
publish("act3",["roofhunter",7]);
|
||||
```
|
||||
|
@ -844,11 +850,15 @@ publish("act3",["roofhunter",7]);
|
|||
publish("act3",["dd",4]);
|
||||
publish("act3",["roofhunter",26]);
|
||||
publish('hong-next');
|
||||
sfx("concrete_step1");
|
||||
```
|
||||
|
||||
(...667)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
publish('hong-next');
|
||||
sfx("concrete_step2");
|
||||
```
|
||||
|
||||
(...667)
|
||||
|
||||
|
@ -859,7 +869,7 @@ publish("act3",["roofhunter",27]);
|
|||
|
||||
`Game.FORCE_CANT_SKIP = false;`
|
||||
|
||||
r: Oh *come on*. After all that, you're just *giving up* the fight?
|
||||
r: Oh *come on*. After all that animal's done to you, you're just *giving up?*
|
||||
|
||||
r: What's the matter, kid? Are you *scared?*
|
||||
|
||||
|
@ -891,11 +901,16 @@ Game.FORCE_CANT_SKIP = true;
|
|||
|
||||
(...1167)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
publish('hong-next');
|
||||
```
|
||||
|
||||
(...833)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
publish('hong-next');
|
||||
sfx("rustle2");
|
||||
```
|
||||
|
||||
(...1333)
|
||||
|
||||
|
@ -903,19 +918,29 @@ Game.FORCE_CANT_SKIP = true;
|
|||
publish('hong-next');
|
||||
publish("act3",["dd",5]);
|
||||
publish("act3",["roofhunter",31]);
|
||||
sfx("concrete_step4");
|
||||
```
|
||||
|
||||
(...667)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
publish('hong-next');
|
||||
sfx("concrete_step1");
|
||||
```
|
||||
|
||||
(...667)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
publish('hong-next');
|
||||
sfx("door");
|
||||
```
|
||||
|
||||
(...1333)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
publish('hong-next');
|
||||
sfx("concrete_step2");
|
||||
```
|
||||
|
||||
(...501)
|
||||
|
||||
|
@ -956,11 +981,16 @@ Game.FORCE_TEXT_Y = 300;
|
|||
|
||||
(...2001)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
publish('hong-next');
|
||||
sfx("bottle_toss");
|
||||
```
|
||||
|
||||
(...833)
|
||||
|
||||
```
|
||||
sfx("concrete_step1");
|
||||
sfx("claps");
|
||||
publish('hong-next');
|
||||
publish("act3",["dd",4]);
|
||||
publish("act3",["roofhunter",28]);
|
||||
|
@ -980,6 +1010,7 @@ publish("act3",["roofhunter",28]);
|
|||
(...125)
|
||||
|
||||
```
|
||||
sfx("concrete_step2");
|
||||
publish('hong-next');
|
||||
publish("act3",["roofhunter",28]);
|
||||
```
|
||||
|
@ -999,6 +1030,7 @@ publish("act3",["roofhunter",28]);
|
|||
(...125)
|
||||
|
||||
```
|
||||
sfx("concrete_step3");
|
||||
publish('hong-next');
|
||||
publish("act3",["dd",5]);
|
||||
publish("act3",["roofhunter",34]);
|
||||
|
@ -1006,7 +1038,10 @@ publish("act3",["roofhunter",34]);
|
|||
|
||||
(...1167)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
sfx("rustle2");
|
||||
publish('hong-next');
|
||||
```
|
||||
|
||||
(...1001)
|
||||
|
||||
|
@ -1022,7 +1057,10 @@ b: no...
|
|||
|
||||
(...1333)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
sfx("quack");
|
||||
publish('hong-next');
|
||||
```
|
||||
|
||||
(...1333)
|
||||
|
||||
|
@ -1038,11 +1076,15 @@ b: no no no
|
|||
|
||||
(...2001)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
sfx("rustle2");
|
||||
publish('hong-next')
|
||||
```
|
||||
|
||||
(...501)
|
||||
|
||||
```
|
||||
sfx("concrete_step1");
|
||||
publish('hong-next');
|
||||
publish("act3",["dd",4]);
|
||||
publish("act3",["roofhunter",30]);
|
||||
|
@ -1050,11 +1092,15 @@ publish("act3",["roofhunter",30]);
|
|||
|
||||
(...167)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
sfx("concrete_step2");
|
||||
publish('hong-next');
|
||||
```
|
||||
|
||||
(...167)
|
||||
|
||||
```
|
||||
sfx("concrete_step3");
|
||||
publish('hong-next');
|
||||
publish("act3",["dd",2]);
|
||||
publish("act3",["roofhunter",15]);
|
||||
|
@ -1063,6 +1109,7 @@ publish("act3",["roofhunter",15]);
|
|||
(...167)
|
||||
|
||||
```
|
||||
sfx("bottle_slip");
|
||||
publish('hong-next');
|
||||
publish("act3",["dd",3]);
|
||||
publish("act3",["roofhunter",16]);
|
||||
|
@ -1070,7 +1117,10 @@ publish("act3",["roofhunter",16]);
|
|||
|
||||
(...833)
|
||||
|
||||
`publish('hong-next')`
|
||||
```
|
||||
sfx("rustle");
|
||||
publish('hong-next');
|
||||
```
|
||||
|
||||
(...167)
|
||||
|
||||
|
@ -1097,27 +1147,45 @@ publish("act4-injury-show");
|
|||
|
||||
(...2000)
|
||||
|
||||
`publish("act4-injury", [1]);`
|
||||
```
|
||||
/*sfx("hospital1");*/
|
||||
publish("act4-injury", [1]);
|
||||
```
|
||||
|
||||
(...4000)
|
||||
|
||||
`publish("act4-injury", [0]);`
|
||||
```
|
||||
/*stopAllSounds();*/
|
||||
publish("act4-injury", [0]);
|
||||
```
|
||||
|
||||
(...2000)
|
||||
|
||||
`publish("act4-injury", [2]);`
|
||||
```
|
||||
/*sfx("hospital2");*/
|
||||
publish("act4-injury", [2]);
|
||||
```
|
||||
|
||||
(...4000)
|
||||
|
||||
`publish("act4-injury", [0]);`
|
||||
```
|
||||
/*stopAllSounds();*/
|
||||
publish("act4-injury", [0]);
|
||||
```
|
||||
|
||||
(...2000)
|
||||
|
||||
`publish("act4-injury", [3]);`
|
||||
```
|
||||
/*sfx("hospital3");*/
|
||||
publish("act4-injury", [3]);
|
||||
```
|
||||
|
||||
(...8000)
|
||||
(...6000)
|
||||
|
||||
`publish("act4-injury", [0]);`
|
||||
```
|
||||
/*stopAllSounds();*/
|
||||
publish("act4-injury", [0]);
|
||||
```
|
||||
|
||||
(...5000)
|
||||
|
||||
|
|
164
scenes/act4.md
164
scenes/act4.md
|
@ -5,53 +5,82 @@ SceneSetup.act4();
|
|||
/*Game.FORCE_CANT_SKIP = true;*/
|
||||
```
|
||||
|
||||
(...1001)
|
||||
(...5001)
|
||||
|
||||
```
|
||||
/* (...5001) */
|
||||
var hong_frame = _.INJURED ? 9 : 0;
|
||||
publish("act4", ["hong_walks_in",hong_frame]);
|
||||
sfx("grass_step1", {volume:0.1});
|
||||
```
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_walks_in", "next"]);
|
||||
sfx("grass_step2", {volume:0.2});
|
||||
```
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_walks_in", "next"]);
|
||||
sfx("grass_step1", {volume:0.25});
|
||||
```
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_walks_in", "next"]);
|
||||
sfx("grass_step2", {volume:0.3});
|
||||
```
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_walks_in", "next"]);
|
||||
sfx("grass_step1", {volume:0.35});
|
||||
```
|
||||
|
||||
(...1667)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_walks_in", "next"]);
|
||||
sfx("grass_step2", {volume:0.35});
|
||||
```
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_walks_in", "next"]);
|
||||
sfx("grass_step1", {volume:0.35});
|
||||
```
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_walks_in", "next"]);
|
||||
sfx("grass_step2", {volume:0.35});
|
||||
```
|
||||
|
||||
(...1333)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_walks_in", "next"]);
|
||||
sfx("grass_step1", {volume:0.20});
|
||||
```
|
||||
|
||||
(...167)
|
||||
|
||||
`publish("act4_hong_sits");`
|
||||
```
|
||||
publish("act4_hong_sits");
|
||||
```
|
||||
|
||||
(...66)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_transition", "next"]);
|
||||
sfx("squeak");
|
||||
```
|
||||
|
||||
(...133)
|
||||
|
||||
|
@ -59,7 +88,10 @@ publish("act4", ["hong_walks_in",hong_frame]);
|
|||
|
||||
(...1333)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_transition", "next"]);
|
||||
sfx("rustle");
|
||||
```
|
||||
|
||||
(...333)
|
||||
|
||||
|
@ -67,11 +99,16 @@ publish("act4", ["hong_walks_in",hong_frame]);
|
|||
|
||||
(...1001)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
```
|
||||
publish("act4", ["hong_transition", "next"]);
|
||||
```
|
||||
|
||||
(...333)
|
||||
|
||||
`publish("act4", ["hong_transition", 9]);`
|
||||
```
|
||||
publish("act4", ["hong_transition", 9]);
|
||||
sfx("sandwich");
|
||||
```
|
||||
|
||||
(...333)
|
||||
|
||||
|
@ -208,6 +245,13 @@ b: We definitely shaved a few years off our life expectancy...
|
|||
|
||||
b: But at least we still *have* a life expectancy! We survived!
|
||||
|
||||
```
|
||||
hong({eyes:"surprise"});
|
||||
bb({eyes:"normal"});
|
||||
```
|
||||
|
||||
h: ?
|
||||
|
||||
(#act4b)
|
||||
|
||||
# act4a_worst
|
||||
|
@ -274,7 +318,7 @@ b: Well, it makes everything else less scary in comparison. It's also got me thi
|
|||
|
||||
b: If me fighting you sucks, because it doesn't protect you...
|
||||
|
||||
h: But me fighting you *also* sucks, because it just makes you try harder...
|
||||
h: But me fighting you *also* sucks, because it just makes you yell louder...
|
||||
|
||||
`bb({eyes:"normal_r"})`
|
||||
|
||||
|
@ -297,7 +341,7 @@ Game.clearText();
|
|||
|
||||
```
|
||||
publish("smash",[1]);
|
||||
sfx("grass_step1");
|
||||
sfx("smash_glass");
|
||||
```
|
||||
|
||||
(...2601)
|
||||
|
@ -404,7 +448,7 @@ b: I want to protect your need for physical safety,
|
|||
|
||||
`bb({eyes:"sad_d"})`
|
||||
|
||||
b: But, gosh, there's so many dangerous things in the world!
|
||||
b: But the *whole world* seems so dangerous. So full of tragedy and evil.
|
||||
|
||||
`bb({eyes:"sad"})`
|
||||
|
||||
|
@ -439,7 +483,7 @@ bb({ body:"normal", eyes:"normal" });
|
|||
hong({ body:"one_up", eyes:"surprise" });
|
||||
```
|
||||
|
||||
h: We could pick up self-defense? Improve our general health? Learn to better assert our boundaries?
|
||||
h: We could learn self-defense? Join a community that protects each other? Improve our general health & personal boundaries?
|
||||
|
||||
```
|
||||
bb({ eyes:"annoyed_r" });
|
||||
|
@ -492,6 +536,7 @@ Game.FORCE_CANT_SKIP = true;
|
|||
Game.clearText();
|
||||
hong({ eyes:"sad", mouth:"smile" });
|
||||
bb({ body:"karate_1" });
|
||||
sfx("hiya");
|
||||
```
|
||||
|
||||
(...1001)
|
||||
|
@ -793,7 +838,7 @@ b: I want to make sure you fulfil that deep, human need to belong...
|
|||
|
||||
`bb({ eyes:"sad_u" });`
|
||||
|
||||
b: But I worry we'll be rejected, unloved, unloveable. Alone.
|
||||
b: But I worry that if anyone ever knew us – the *real* us – we'd scare them all away.
|
||||
|
||||
`bb({ eyes:"sad" });`
|
||||
|
||||
|
@ -824,11 +869,11 @@ bb({ eyes:"normal" });
|
|||
hong({ body:"chin" });
|
||||
```
|
||||
|
||||
h: We could practice skills like starting conversations, asking good questions, listening and empathizing, etc?
|
||||
h: We could practice skills like asking questions, listening and empathizing, being open and vulnerable, etc?
|
||||
|
||||
`hong({ eyes:"normal_l" });`
|
||||
|
||||
h: Or make better social habits, like scheduling hangouts with friends or regularly going to meetups?
|
||||
h: Or make better social habits, like scheduling time with friends or regularly going to meetups?
|
||||
|
||||
`hong({ body:"one_up" });`
|
||||
|
||||
|
@ -957,46 +1002,56 @@ h: I think we may find we're more likeable than we suspect.
|
|||
|
||||
`bb({ eyes:"annoyed" });`
|
||||
|
||||
[What if these experiments fail?](#act4_alone_experiment_fail)
|
||||
|
||||
[What if these are small, cheap "wins"?](#act4_alone_experiment_cheap)
|
||||
|
||||
[What if this is a burden to others?](#act4_alone_experiment_burden)
|
||||
|
||||
# act4_alone_experiment_fail
|
||||
[But small talk isn't the *real* us!](#act4_alone_experiment_real_us)
|
||||
|
||||
# act4_alone_experiment_real_us
|
||||
|
||||
`bb({ eyes:"sad" });`
|
||||
|
||||
b: If we put on a shallow smile, we'll never really connect with anyone,
|
||||
|
||||
`bb({ eyes:"super_sad" });`
|
||||
|
||||
b: What if our results are non-significant (p>0.05) and no journal will publish our null findings?
|
||||
b: *But* if we open up, other people will see all our messed-up insides!
|
||||
|
||||
`hong({body:"chin", mouth:"narrow", MOUTH_LOCK:true})`
|
||||
|
||||
h: ...
|
||||
|
||||
```
|
||||
hong({ eyes:"surprise" });
|
||||
bb({ eyes:"normal" });
|
||||
hong({body:"normal", mouth:"normal"});
|
||||
bb({eyes:"normal"});
|
||||
```
|
||||
|
||||
h: You're right, it *could* fail! That's good! It's not a *real* experiment if it couldn't.
|
||||
h: Roll over.
|
||||
|
||||
`hong({ eyes:"normal" });`
|
||||
b: What.
|
||||
|
||||
h: And if we learn that we *are* awkward or inconsiderate, then let's improve our social skills.
|
||||
`hong({body:"hands_1"})`
|
||||
|
||||
`hong({ body:"one_up" });`
|
||||
h: When dogs want to show love and trust, they make themselves vulnerable by exposing their belly.
|
||||
|
||||
h: Like starting conversations, asking good questions, listening and empathizing,...
|
||||
`hong({body:"one_up"})`
|
||||
|
||||
```
|
||||
hong({ body:"normal" });
|
||||
bb({ eyes:"annoyed" });
|
||||
```
|
||||
h: Right now we're not *yet* secure enough to be too vulnerable, but with enough training,
|
||||
|
||||
b: ...all that stuff those counselors told us but then we forgot.
|
||||
`hong({body:"normal", eyes:"surprise"})`
|
||||
|
||||
`hong({ mouth:"narrow" });`
|
||||
h: One day we can show people the real us – all messed-up, all human.
|
||||
|
||||
h: Yup.
|
||||
`hong({eyes:"normal"})`
|
||||
|
||||
b: I'll roll over if you give me a treat.
|
||||
|
||||
h: No.
|
||||
|
||||
(#act4_something_else)
|
||||
|
||||
|
||||
# act4_alone_experiment_cheap
|
||||
|
||||
b: Saying "hi" to the barista isn't exactly gold-medal performance in the Social Butterfly Olympics.
|
||||
|
@ -1073,7 +1128,7 @@ b: I want to defend your moral needs, that drive to become a better person,
|
|||
|
||||
`bb({ eyes:"sad_d" })`
|
||||
|
||||
b: But it just feels like we're so... broken.
|
||||
b: But it just feels like deep down, we're so fundamentally... broken.
|
||||
|
||||
`bb({ body:"two_up", eyes:"angry" })`
|
||||
|
||||
|
@ -1338,7 +1393,10 @@ 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.
|
||||
|
||||
`hong({ body:"one_up" });`
|
||||
```
|
||||
hong({ body:"one_up" });
|
||||
bb({ eyes:"normal" });
|
||||
```
|
||||
|
||||
h: Like how struggling in quicksand makes you sink faster, and the solution is to patiently lie flat,
|
||||
|
||||
|
@ -1685,13 +1743,17 @@ s: RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN
|
|||
Game.clearText();
|
||||
publish("act4", ["hong_to_alshire", 0]);
|
||||
publish("act4", ["alshire", 10]);
|
||||
sfx("pop");
|
||||
```
|
||||
|
||||
(...1001)
|
||||
|
||||
`publish("act4", ["alshire", 11]);`
|
||||
```
|
||||
publish("act4", ["alshire", 11]);
|
||||
sfx("alshire_run");
|
||||
```
|
||||
|
||||
(...1001)
|
||||
(...2601)
|
||||
|
||||
```
|
||||
publish("act4-out-3");
|
||||
|
@ -1745,15 +1807,19 @@ b: I want to be the alarm for your emotional needs – your needs for safety, be
|
|||
|
||||
b: But... I suck at my job, so I need you to train me.
|
||||
|
||||
`publish("act4", ["bb_closer", 5]);`
|
||||
`publish("act4", ["bb_closer", 4]);`
|
||||
|
||||
b: Help me help you.
|
||||
b: I'm not "always valid", nor "always irrational". I'm just... trying my best. So, please,
|
||||
|
||||
`publish("act4", ["bb_closer", 8]);`
|
||||
|
||||
b: Help me help you!
|
||||
|
||||
`publish("act4", ["bb_closer", 6]);`
|
||||
|
||||
b: Teaching an old dog new tricks *will* take a while. Maybe *years.*
|
||||
b: Though, teaching an old dog new tricks *will* take a while. Maybe *years.*
|
||||
|
||||
`publish("act4", ["bb_closer", 4]);`
|
||||
`publish("act4", ["bb_closer", 3]);`
|
||||
|
||||
b: And sometimes I'll relapse, I'll slip into my old habits.
|
||||
|
||||
|
@ -1884,7 +1950,7 @@ b: AAAAA YOU'RE STILL EATING ALONE FIFTEEN CIGARETTES AAAAA
|
|||
{{/if}}
|
||||
|
||||
{{if _.parasite}}
|
||||
b: AAAAA YOU'RE STILL NOT PRODUCTIVE WHILE EATING WE'RE PARASITES AAAAA
|
||||
b: AAAAA YOU'RE STILL NOT PRODUCTIVE WHILE EATING WE'RE SOCIETY-PARASITES AAAAA
|
||||
{{/if}}
|
||||
|
||||
{{if _.whitebread}}
|
||||
|
|
|
@ -1,614 +0,0 @@
|
|||
# act4
|
||||
|
||||
```
|
||||
SceneSetup.act4();
|
||||
/*Game.FORCE_CANT_SKIP = true;*/
|
||||
```
|
||||
|
||||
(...1001)
|
||||
|
||||
```
|
||||
/* (...5001) */
|
||||
var hong_frame = _.INJURED ? 9 : 0;
|
||||
publish("act4", ["hong_walks_in",hong_frame]);
|
||||
```
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
|
||||
(...1667)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
|
||||
(...666)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
|
||||
(...1333)
|
||||
|
||||
`publish("act4", ["hong_walks_in", "next"]);`
|
||||
|
||||
(...167)
|
||||
|
||||
`publish("act4_hong_sits");`
|
||||
|
||||
(...66)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...133)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...1333)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...333)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...1001)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...333)
|
||||
|
||||
`publish("act4", ["hong_transition", 9]);`
|
||||
|
||||
(...333)
|
||||
|
||||
`publish("act4", ["hong_transition", 10]);`
|
||||
|
||||
(...333)
|
||||
|
||||
`publish("act4", ["hong_transition", 9]);`
|
||||
|
||||
(...333)
|
||||
|
||||
`publish("act4", ["hong_transition", 10]);`
|
||||
|
||||
(...333)
|
||||
|
||||
`publish("act4", ["hong_transition", 9]);`
|
||||
|
||||
(...333)
|
||||
|
||||
`publish("act4", ["hong_transition", 10]);`
|
||||
|
||||
(...333)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...1466)
|
||||
|
||||
`publish("act4-out-1");`
|
||||
|
||||
(...201)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...99)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...99)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...99)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...99)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...99)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...99)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...99)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...99)
|
||||
|
||||
`publish("act4", ["hong_transition", "next"]);`
|
||||
|
||||
(...99)
|
||||
|
||||
```
|
||||
publish("act4-show-chars");
|
||||
Game.FORCE_CANT_SKIP = false;
|
||||
```
|
||||
|
||||
h: *sigh*
|
||||
|
||||
h: Maybe we don't have to fight.
|
||||
|
||||
```
|
||||
Game.FORCE_CANT_SKIP = true;
|
||||
Game.clearText();
|
||||
```
|
||||
|
||||
(...301)
|
||||
|
||||
`publish("smash",[0]);`
|
||||
|
||||
(...2001)
|
||||
|
||||
```
|
||||
publish("smash",[1]);
|
||||
sfx("grass_step1");
|
||||
```
|
||||
|
||||
(...2601)
|
||||
|
||||
`publish("smash",[2]);`
|
||||
|
||||
(...501)
|
||||
|
||||
`Game.FORCE_CANT_SKIP = false;`
|
||||
|
||||
(#act4b_2)
|
||||
|
||||
# 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.
|
||||
|
||||
(#act4c)
|
||||
|
||||
|
||||
|
||||
# act4c
|
||||
|
||||
```
|
||||
Game.clearText();
|
||||
music(null,{fade:3});
|
||||
```
|
||||
|
||||
b: *Can* we really get along?
|
||||
|
||||
b: *Can* we work together, as a team?
|
||||
|
||||
h: Well,
|
||||
|
||||
a: E-excuse me...
|
||||
|
||||
```
|
||||
Game.clearText();
|
||||
publish("act4-in-2");
|
||||
music('campus', {volume:0.5, fade:1});
|
||||
```
|
||||
|
||||
(...2101)
|
||||
|
||||
(#act4d)
|
||||
|
||||
# act4d
|
||||
|
||||
`Game.WORDS_HEIGHT_BOTTOM = 221;`
|
||||
|
||||
`publish("act4", ["alshire", 0]);`
|
||||
|
||||
a: W-wo-would you mind if I sat with you for lunch?
|
||||
|
||||
`publish("act4", ["alshire", 1]);`
|
||||
|
||||
{{if _.TOP_FEAR=="harm"}}
|
||||
s: *This* is your crush? Why are they sitting alone like a psycho serial killer?
|
||||
{{/if}}
|
||||
|
||||
{{if _.TOP_FEAR=="alone"}}
|
||||
s: Asking your crush if you can sit with them? Do you know how *needy* we sound?!
|
||||
{{/if}}
|
||||
|
||||
{{if _.TOP_FEAR=="bad"}}
|
||||
s: *This* is your crush? We interrupted their peace and quiet! We're such a burden!
|
||||
{{/if}}
|
||||
|
||||
`publish("act4", ["alshire", 2]);`
|
||||
|
||||
a: I- I mean- it's, it's okay if not, I just...
|
||||
|
||||
`publish("act4", ["alshire", 3]);`
|
||||
|
||||
`Game.OVERRIDE_CHOICE_SPEAKER = "h2"`
|
||||
|
||||
[Wait, didn't I see you at the party?](#act4d_recognition) `publish("act4", ["hong_to_alshire",1])`
|
||||
|
||||
[Yeah, of course! Come here.](#act4d_yes) `publish("act4", ["hong_to_alshire",2])`
|
||||
|
||||
[Sorry, I need alone time right now.](#act4d_no) `publish("act4", ["hong_to_alshire",8])`
|
||||
|
||||
# act4d_recognition
|
||||
|
||||
`publish("act4", ["hong_to_alshire",2]);`
|
||||
|
||||
h2: Yeah you were on the couch! At the first party I went to...
|
||||
|
||||
`publish("act4", ["hong_to_alshire",10]);`
|
||||
|
||||
{{if _.a2_ending=="fight"}}
|
||||
h2: Where I had that panic attack and punched the host.
|
||||
{{/if}}
|
||||
|
||||
{{if _.a2_ending=="flight"}}
|
||||
h2: Where I had that panic attack and ran out crying.
|
||||
{{/if}}
|
||||
|
||||
```
|
||||
publish("act4", ["hong_to_alshire", 0]);
|
||||
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
|
||||
```
|
||||
|
||||
b: Hang on human, we may be making them uncomfortable.
|
||||
|
||||
```
|
||||
publish("act4", ["hong_to_alshire", 3]);
|
||||
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
|
||||
```
|
||||
|
||||
h2: Ah, I don't mean to put you on the spot!
|
||||
|
||||
`publish("act4", ["hong_to_alshire",4]);`
|
||||
|
||||
h2: Just remembering a friendly face, is all.
|
||||
|
||||
```
|
||||
publish("act4", ["hong_to_alshire",5]);
|
||||
publish("act4", ["alshire", 4]);
|
||||
```
|
||||
|
||||
{{if _.TOP_FEAR=="harm"}}
|
||||
s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS PANIC-DRIVEN PSYCHO!
|
||||
{{/if}}
|
||||
|
||||
{{if _.TOP_FEAR=="alone"}}
|
||||
s: AAHHH THE FIRST IMPRESSION WE MADE WAS "WITNESSED MY TRAUMA"! THAT MEANS THEY HATE US!
|
||||
{{/if}}
|
||||
|
||||
{{if _.TOP_FEAR=="bad"}}
|
||||
s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OTHERS.
|
||||
{{/if}}
|
||||
|
||||
(#act4e)
|
||||
|
||||
# act4d_yes
|
||||
|
||||
```
|
||||
publish("act4", ["hong_to_alshire", 5]);
|
||||
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
|
||||
```
|
||||
|
||||
b: Hang on human, they seem uncomfortable.
|
||||
|
||||
```
|
||||
publish("act4", ["hong_to_alshire", 6]);
|
||||
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
|
||||
```
|
||||
|
||||
h2: Ah, no pressure of course!
|
||||
|
||||
`publish("act4", ["hong_to_alshire", 4]);`
|
||||
|
||||
h2: Just saying, you can sit here if you want to.
|
||||
|
||||
```
|
||||
publish("act4", ["hong_to_alshire", 5]);
|
||||
publish("act4", ["alshire", 4]);
|
||||
```
|
||||
|
||||
{{if _.TOP_FEAR=="harm"}}
|
||||
s: THEY'RE BEING *TOO* FRIENDLY! LIKE TED BUNDY, THE SERIAL KILLER!
|
||||
{{/if}}
|
||||
|
||||
{{if _.TOP_FEAR=="alone"}}
|
||||
s: THEY'RE JUST ACTING NICE! NO ONE *REALLY* WANTS TO BE CLOSE TO US!
|
||||
{{/if}}
|
||||
|
||||
{{if _.TOP_FEAR=="bad"}}
|
||||
s: AHHH WE ALWAYS MAKE OTHERS FEEL AWKWARD! WE'RE A STAIN UPON THE EARTH!
|
||||
{{/if}}
|
||||
|
||||
(#act4e)
|
||||
|
||||
# act4d_no
|
||||
|
||||
```
|
||||
publish("act4", ["hong_to_alshire", 9]);
|
||||
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
|
||||
```
|
||||
|
||||
b: Hang on human, we may be making them uncomfortable.
|
||||
|
||||
```
|
||||
publish("act4", ["hong_to_alshire", 3]);
|
||||
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
|
||||
```
|
||||
|
||||
h2: Ah, I don't mean to be rude!
|
||||
|
||||
`publish("act4", ["hong_to_alshire", 6]);`
|
||||
|
||||
h2: I just need some time to process my emotions. Please don't take it as a personal rejection.
|
||||
|
||||
```
|
||||
publish("act4", ["hong_to_alshire", 7]);
|
||||
publish("act4", ["alshire", 4]);
|
||||
```
|
||||
|
||||
{{if _.TOP_FEAR=="harm"}}
|
||||
s: "PROCESS" EMOTIONS? LIKE A *ROBOT?!* THEY'RE TALKING LIKE A PSYCHO SERIAL KILLER!
|
||||
{{/if}}
|
||||
|
||||
{{if _.TOP_FEAR=="alone"}}
|
||||
s: WE'VE BEEN PERSONALLY REJECTED! WE'LL NEVER BE LOVED!
|
||||
{{/if}}
|
||||
|
||||
{{if _.TOP_FEAR=="bad"}}
|
||||
s: WE INTERRUPTED THEIR EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL OUR FAULT!
|
||||
{{/if}}
|
||||
|
||||
(#act4e)
|
||||
|
||||
# act4e
|
||||
|
||||
```
|
||||
Game.WORDS_HEIGHT_BOTTOM = 195;
|
||||
publish("act4", ["alshire", 6]);
|
||||
```
|
||||
|
||||
s: RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN
|
||||
|
||||
```
|
||||
Game.clearText();
|
||||
publish("act4", ["hong_to_alshire", 0]);
|
||||
publish("act4", ["alshire", 10]);
|
||||
```
|
||||
|
||||
(...1001)
|
||||
|
||||
`publish("act4", ["alshire", 11]);`
|
||||
|
||||
(...1001)
|
||||
|
||||
```
|
||||
publish("act4-out-3");
|
||||
Game.WORDS_HEIGHT_BOTTOM = -1; /* reset */
|
||||
```
|
||||
|
||||
(...1201)
|
||||
|
||||
`publish("act4-jumpcut-hong");`
|
||||
|
||||
h: Huh. That was weird. I wonder what was going on in their head.
|
||||
|
||||
`publish("act4", ["hong_closer", 2]);`
|
||||
|
||||
h: Anyway, you were saying?
|
||||
|
||||
```
|
||||
publish("act4", ["hong_closer", 1]);
|
||||
publish("act4", ["bb_closer", 6]);
|
||||
```
|
||||
|
||||
b: Uh, I forget? Something about teams and work?
|
||||
|
||||
```
|
||||
publish("act4", ["bb_closer", 0]);
|
||||
publish("act4", ["hong_closer", 3]);
|
||||
```
|
||||
|
||||
h: ¯\_(ツ)_/¯
|
||||
|
||||
```
|
||||
publish("act4", ["hong_closer", 1]);
|
||||
publish("act4", ["bb_closer", 4]);
|
||||
```
|
||||
|
||||
b: They say you should "make peace" with your emotions, as if your emotions are *war criminals*.
|
||||
|
||||
`publish("act4", ["bb_closer", 7]);`
|
||||
|
||||
b: But I want us to make *more* than mere peace! I want us to be *allies!*
|
||||
|
||||
`publish("act4", ["bb_closer", 3]);`
|
||||
|
||||
b: I want to be a good guard-dog. Just like how hunger & thirst are alarms for your physical needs,
|
||||
|
||||
`publish("act4", ["bb_closer", 8]);`
|
||||
|
||||
b: I want to be the alarm for your emotional needs – your needs for safety, belonging, goodness.
|
||||
|
||||
`publish("act4", ["bb_closer", 1]);`
|
||||
|
||||
b: But... I suck at my job, so I need you to train me.
|
||||
|
||||
`publish("act4", ["bb_closer", 5]);`
|
||||
|
||||
b: Help me help you.
|
||||
|
||||
`publish("act4", ["bb_closer", 6]);`
|
||||
|
||||
b: Teaching an old dog new tricks *will* take a while. Maybe *years.*
|
||||
|
||||
`publish("act4", ["bb_closer", 4]);`
|
||||
|
||||
b: And sometimes I'll relapse, I'll slip into my old habits.
|
||||
|
||||
`publish("act4", ["bb_closer", 2]);`
|
||||
|
||||
b: I'll bark at shadows. I'll scare you with words. I might even show you some intrusive images of... things.
|
||||
|
||||
`publish("act4", ["bb_closer", 9]);`
|
||||
|
||||
b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed sometimes!
|
||||
|
||||
`publish("act4", ["bb_closer", 4]);`
|
||||
|
||||
b: But if you're patient with me... and just stay and sit with me...
|
||||
|
||||
`publish("act4", ["bb_closer", 8]);`
|
||||
|
||||
b: Maybe you can tame this wolf.
|
||||
|
||||
`publish("act4", ["bb_closer", 0]);`
|
||||
|
||||
`Game.clearText();`
|
||||
|
||||
(...1000)
|
||||
|
||||
`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
|
||||
|
||||
[Good dog.](#act4f-pat-bb) `Game.OVERRIDE_CHOICE_SPEAKER = "h"; publish("act4", ["hong_closer", 2]);`
|
||||
|
||||
`Game.OVERRIDE_CHOICE_SPEAKER = "b"`
|
||||
|
||||
[Good human.](#act4f-pat-hong) `Game.OVERRIDE_CHOICE_SPEAKER = "b"; publish("act4", ["bb_closer", 8]);`
|
||||
|
||||
# act4f-pat-hong
|
||||
|
||||
```
|
||||
Game.clearText();
|
||||
Game.FORCE_CANT_SKIP = true;
|
||||
music(null,{fade:0.5});
|
||||
sfx("youbothwin");
|
||||
```
|
||||
|
||||
```
|
||||
publish("act4", ["hong_closer", 4]);
|
||||
publish("act4", ["bb_closer", 13]);
|
||||
```
|
||||
|
||||
(...501)
|
||||
|
||||
`publish("act4", ["bb_closer", 14]);`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish("act4", ["bb_closer", 13]);`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish("act4", ["bb_closer", 14]);`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish("act4", ["bb_closer", 13]);`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish("act4", ["bb_closer", 14]);`
|
||||
|
||||
(...6501)
|
||||
|
||||
`publish("act4", ["bb_closer", 15]);`
|
||||
|
||||
(...1001)
|
||||
|
||||
(#act4f)
|
||||
|
||||
# act4f-pat-bb
|
||||
|
||||
```
|
||||
Game.clearText();
|
||||
Game.FORCE_CANT_SKIP = true;
|
||||
music(null,{fade:0.5});
|
||||
sfx("youbothwin");
|
||||
```
|
||||
|
||||
```
|
||||
publish("act4", ["hong_closer", 4]);
|
||||
publish("act4", ["bb_closer", 10]);
|
||||
```
|
||||
|
||||
(...501)
|
||||
|
||||
`publish("act4", ["bb_closer", 11]);`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish("act4", ["bb_closer", 10]);`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish("act4", ["bb_closer", 11]);`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish("act4", ["bb_closer", 10]);`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish("act4", ["bb_closer", 11]);`
|
||||
|
||||
(...6501)
|
||||
|
||||
`publish("act4", ["bb_closer", 12]);`
|
||||
|
||||
(...1001)
|
||||
|
||||
(#act4f)
|
||||
|
||||
# act4f
|
||||
|
||||
```
|
||||
Game.FORCE_CANT_SKIP = false;
|
||||
publish("act4", ["bb_closer", 16]);
|
||||
publish("act4", ["hong_closer", 5]);
|
||||
```
|
||||
|
||||
{{if _.fifteencigs}}
|
||||
b: AAAAA YOU'RE STILL EATING ALONE FIFTEEN CIGARETTES AAAAA
|
||||
{{/if}}
|
||||
|
||||
{{if _.parasite}}
|
||||
b: AAAAA YOU'RE STILL NOT PRODUCTIVE WHILE EATING WE'RE PARASITES AAAAA
|
||||
{{/if}}
|
||||
|
||||
{{if _.whitebread}}
|
||||
b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
|
||||
{{/if}}
|
||||
|
||||
```
|
||||
publish("act4", ["bb_closer", 18]);
|
||||
publish("act4", ["hong_closer", 6]);
|
||||
sfx("yaps", {volume:0.6});
|
||||
Game.FORCE_CANT_SKIP = true;
|
||||
Game.WORDS_HEIGHT_BOTTOM = 205;
|
||||
```
|
||||
|
||||
b: YAP YAP YAP YAP YAP
|
||||
|
||||
`music('credits', {NO_LOOP:true, volume:0.45});`
|
||||
|
||||
(...1884)
|
||||
|
||||
(#credits)
|
|
@ -14,7 +14,7 @@
|
|||
|
||||
`clearText()`
|
||||
|
||||
n3: Welcome! This is less of a "game", more of an interactive story. Hope you like reading, sucka
|
||||
n3: Welcome! This is less of a "game", more of an interactive story. Hope you like reading, sucka!
|
||||
|
||||
n3: So before we start, how would *you* like to read?
|
||||
|
||||
|
|
|
@ -22,11 +22,6 @@ function BG_Act1_Outro(){
|
|||
var self = this;
|
||||
|
||||
// Sprites!
|
||||
self.logoSprite = new Sprite({
|
||||
image: Library.images.intro_logo,
|
||||
grid:{ width:1, height:1 },
|
||||
frame:{ width:720, height:900 },
|
||||
});
|
||||
var spriteConfig = {
|
||||
image: Library.images.intro_bg,
|
||||
grid:{
|
||||
|
@ -35,7 +30,7 @@ function BG_Act1_Outro(){
|
|||
},
|
||||
frame:{
|
||||
width: 1200,
|
||||
height: 900
|
||||
height: 1200
|
||||
},
|
||||
anchor:{
|
||||
x: 0,
|
||||
|
|
|
@ -14,9 +14,18 @@ Loader.addImages([
|
|||
]);
|
||||
|
||||
Loader.addSounds([
|
||||
|
||||
{ id:"squeak", src:"sounds/sfx/squeak.mp3" },
|
||||
{ id:"record_scratch", src:"sounds/sfx/record_scratch.mp3" },
|
||||
{ id:"hadouken", src:"sounds/sfx/hadouken.mp3" }
|
||||
{ id:"hadouken", src:"sounds/sfx/hadouken.mp3" },
|
||||
{ id:"gravel", src:"sounds/sfx/gravel.mp3" },
|
||||
{ id:"slide", src:"sounds/sfx/slide.mp3" },
|
||||
{ id:"concrete_step1", src:"sounds/sfx/concrete_step1.mp3" },
|
||||
{ id:"concrete_step2", src:"sounds/sfx/concrete_step2.mp3" },
|
||||
{ id:"concrete_step3", src:"sounds/sfx/concrete_step3.mp3" },
|
||||
{ id:"concrete_step4", src:"sounds/sfx/concrete_step4.mp3" },
|
||||
{ id:"charging", src:"sounds/sfx/charging.mp3" },
|
||||
|
||||
]);
|
||||
|
||||
function BG_Party(){
|
||||
|
|
|
@ -160,6 +160,7 @@ function Act2_Beebee(){
|
|||
var _subscriptions = [];
|
||||
_subscriptions.push( subscribe("bb", self.gotoFrames) );
|
||||
_subscriptions.push( subscribe("attack_bb", self.showAttackedIcon) );
|
||||
_subscriptions.push( subscribe("DONE_SPEAKING", self.whenDoneSpeaking) );
|
||||
|
||||
// Draw! Same as earlier except a lot of vibration
|
||||
var ticker = 0;
|
||||
|
|
|
@ -84,6 +84,7 @@ function Act2_Hong(){
|
|||
var _subscriptions = [];
|
||||
_subscriptions.push( subscribe("hong", self.gotoFrames) );
|
||||
_subscriptions.push( subscribe("attack_hong", self.showAttackedIcon) );
|
||||
_subscriptions.push( subscribe("DONE_SPEAKING", self.whenDoneSpeaking) );
|
||||
|
||||
// Draw
|
||||
self.characterSpeakerID = "h";
|
||||
|
|
|
@ -9,7 +9,19 @@ Loader.addImages([
|
|||
]);
|
||||
|
||||
Loader.addSounds([
|
||||
{ id:"lock_door", src:"sounds/sfx/lock_door.mp3" }
|
||||
{ id:"lock_door", src:"sounds/sfx/lock_door.mp3" },
|
||||
|
||||
{ id:"cheers", src:"sounds/sfx/cheers.mp3" },
|
||||
{ id:"drinking", src:"sounds/sfx/drinking.mp3" },
|
||||
{ id:"claps", src:"sounds/sfx/claps.mp3" },
|
||||
{ id:"quack", src:"sounds/sfx/quack.mp3" },
|
||||
{ id:"bottle_toss", src:"sounds/sfx/bottle_toss.mp3" },
|
||||
{ id:"bottle_slip", src:"sounds/sfx/bottle_slip.mp3" },
|
||||
/*{ id:"hospital1", src:"sounds/sfx/hospital1.mp3" },
|
||||
{ id:"hospital2", src:"sounds/sfx/hospital2.mp3" },
|
||||
{ id:"hospital3", src:"sounds/sfx/hospital3.mp3" },*/
|
||||
{ id:"door", src:"sounds/sfx/door.mp3" },
|
||||
|
||||
]);
|
||||
|
||||
function BG_Rooftop(){
|
||||
|
|
|
@ -19,7 +19,11 @@ Loader.addImages([
|
|||
|
||||
Loader.addSounds([
|
||||
{ id:"yaps", src:"sounds/sfx/yaps.mp3" },
|
||||
{ id:"youbothwin", src:"sounds/stings/you_both_winMIX.mp3" }
|
||||
{ id:"youbothwin", src:"sounds/stings/you_both_winMIX.mp3" },
|
||||
|
||||
{ id:"smash_glass", src:"sounds/sfx/smash_glass.mp3" },
|
||||
{ id:"alshire_run", src:"sounds/sfx/alshire_run.mp3" },
|
||||
{ id:"hiya", src:"sounds/sfx/hiya.mp3" },
|
||||
]);
|
||||
|
||||
function BG_Act4(){
|
||||
|
|
|
@ -282,7 +282,7 @@ Game.updateText = function(instant){
|
|||
if(Game.WORDS_HEIGHT_BOTTOM<0) Game.WORDS_HEIGHT_BOTTOM=250; // back to default
|
||||
if(Game.FORCE_TEXT_Y<0){
|
||||
var wordsHeight = 80 + Game.wordsDOM.getBoundingClientRect().height;
|
||||
var currentY = parseFloat(Game.wordsDOM.style.top) || 80;
|
||||
var currentY = Game.wordsDOM.style.top=="" ? 80 : parseFloat(Game.wordsDOM.style.top);
|
||||
var gotoY = (wordsHeight<Game.WORDS_HEIGHT_BOTTOM) ? 0 : wordsHeight-Game.WORDS_HEIGHT_BOTTOM;
|
||||
gotoY = 80 - gotoY;
|
||||
var nextY = instant ? gotoY : currentY*0.9 + gotoY*0.1;
|
||||
|
@ -725,11 +725,21 @@ Game.executeChoice = function(line){
|
|||
// And if still too much???
|
||||
setTimeout(function(){
|
||||
var choiceHeight = div.getBoundingClientRect().height;
|
||||
if(choiceHeight>40) div.style.fontSize = "14px";
|
||||
if(choiceHeight>40) div.style.fontSize = "15px";
|
||||
// And if still too much???
|
||||
setTimeout(function(){
|
||||
var choiceHeight = div.getBoundingClientRect().height;
|
||||
if(choiceHeight>40) div.style.fontSize = "12px";
|
||||
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 = "13px";
|
||||
// And if still too much???
|
||||
setTimeout(function(){
|
||||
var choiceHeight = div.getBoundingClientRect().height;
|
||||
if(choiceHeight>40) div.style.fontSize = "12px";
|
||||
},1);
|
||||
},1);
|
||||
},1);
|
||||
},1);
|
||||
},1);
|
||||
|
|
|
@ -33,18 +33,9 @@ function BG_Intro(){
|
|||
});
|
||||
var spriteConfig = {
|
||||
image: Library.images.intro_bg,
|
||||
grid:{
|
||||
width: 2,
|
||||
height: 3
|
||||
},
|
||||
frame:{
|
||||
width: 1200,
|
||||
height: 900
|
||||
},
|
||||
anchor:{
|
||||
x: 0,
|
||||
y: 0
|
||||
},
|
||||
grid:{ width:2, height:3 },
|
||||
frame:{ width:1200, height:1200 },
|
||||
anchor:{ x:0, y:0 },
|
||||
frameNames:[
|
||||
"sky",
|
||||
"clouds",
|
||||
|
|
|
@ -34,21 +34,22 @@ subscribe("START_GAME", function(){
|
|||
$("#gear").style.display = "block";
|
||||
$("#about").style.display = "block";
|
||||
|
||||
// Intro
|
||||
//Game.goto("intro");
|
||||
|
||||
Game.TEXT_SPEED = 5;
|
||||
|
||||
// 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","badnews":true,"factcheck":false,"act1_ending":"flight","INTERMISSION_STAGE":1};
|
||||
//_ = {"CHAPTER":2,"attack_harm_ch1":2,"attack_alone_ch1":2,"attack_bad_ch1":2,"parasite":true,"partyinvite":"no","badnews":true,"factcheck":true,"hookuphole":true,"act1g":"go","act1_ending":"fight","INTERMISSION_STAGE":1,"attack_harm_ch2":0,"attack_alone_ch2":0,"attack_bad_ch2":0}
|
||||
//Game.goto("act2");
|
||||
|
||||
// Act 3
|
||||
//_ = {"CHAPTER":2,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","badnews":true,"factcheck":false,"act1_ending":"flight","INTERMISSION_STAGE":2,"attack_harm_ch2":2,"attack_alone_ch2":1,"attack_bad_ch2":3,"a2_first_danger":"social","a2_attack_1":"alone","a2_first_choice":"ignore","a2_second_danger":"ignore","a2_attack_2":"harm","a2_attack_3":"harm","SPECIAL_ATTACK":"bad","a2_ending":"fight"};
|
||||
//_ = {"CHAPTER":3,"attack_harm_ch1":2,"attack_alone_ch1":2,"attack_bad_ch1":2,"parasite":true,"partyinvite":"no","badnews":true,"factcheck":true,"hookuphole":true,"act1g":"go","act1_ending":"fight","INTERMISSION_STAGE":2,"attack_harm_ch2":1,"attack_alone_ch2":0,"attack_bad_ch2":5,"a2_first_danger":"meaning","a2_attack_1":"bad","a2_first_choice":"different","a2_second_danger":"hitler","a2_attack_2":"bad","a2_hoodie_callback":"Hitler","a2_attack_3":"bad","SPECIAL_ATTACK":"bad","a2_ending":"fight"};
|
||||
//Game.goto("act3");
|
||||
|
||||
// Act 4
|
||||
_ = {"CHAPTER":3,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","badnews":true,"factcheck":false,"act1_ending":"flight","INTERMISSION_STAGE":2,"attack_harm_ch2":2,"attack_alone_ch2":1,"attack_bad_ch2":3,"a2_first_danger":"social","a2_attack_1":"alone","a2_first_choice":"ignore","a2_second_danger":"ignore","a2_attack_2":"harm","a2_attack_3":"harm","SPECIAL_ATTACK":"alone","a2_ending":"fight","act3_bb_body":4,"a3_ending":"walkaway","INJURED":true};
|
||||
_ = {"CHAPTER":4,"attack_harm_ch1":2,"attack_alone_ch1":2,"attack_bad_ch1":2,"parasite":true,"partyinvite":"no","badnews":true,"factcheck":true,"hookuphole":true,"act1g":"go","act1_ending":"fight","INTERMISSION_STAGE":2,"attack_harm_ch2":1,"attack_alone_ch2":0,"attack_bad_ch2":5,"a2_first_danger":"meaning","a2_attack_1":"bad","a2_first_choice":"different","a2_second_danger":"hitler","a2_attack_2":"bad","a2_hoodie_callback":"Hitler","a2_attack_3":"bad","SPECIAL_ATTACK":"alone","a2_ending":"fight","act3_bb_body":4,"a3_ending":"jump","INJURED":true,"attack_harm_total":3,"attack_alone_total":2,"attack_bad_total":7,"TOP_FEAR":"bad"}
|
||||
Game.goto("act4");
|
||||
|
||||
//Game.goto("intro");
|
||||
|
||||
});
|
||||
|
||||
|
|
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Before Width: | Height: | Size: 741 KiB After Width: | Height: | Size: 741 KiB |
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|
@ -436,7 +436,7 @@ OPTIONS
|
|||
padding: 15px;
|
||||
margin: 15px;
|
||||
|
||||
background: #2e2e2e;
|
||||
/*background: #2e2e2e;*/
|
||||
color:#fff;
|
||||
|
||||
/* Spring OUT only */
|
||||
|
|
Loading…
Reference in New Issue