ALL THESE SOUND EFFECTS

This commit is contained in:
Nicky Case 2019-08-24 12:57:09 -04:00
parent 0a846c891a
commit e38d9e6785
40 changed files with 1880 additions and 820 deletions

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@ -22,13 +22,13 @@ n: IN FACT, THAT SANDWICH IS PUTTING THEM IN *DANGER* RIGHT NOW
n: QUICK, WARN THEM!
`bb({eyes:"normal", mouth:"normal"})`
`bb({eyes:"fear", mouth:"normal"})`
`Game.OVERRIDE_TEXT_SPEED = 1.25;`
b: Human! Listen, we're in danger! The danger is...
n4: (LET _YOUR_ ANXIETY COME OUT TO PLAY! PICK WHAT _YOUR_ FEAR WOULD MOST LIKELY SAY TO YOU)
n4: (LET *YOUR* ANXIETY COME OUT TO PLAY! PICK WHAT'S MOST SIMILAR TO WHAT *YOUR* FEAR TELLS YOU:)
[We're eating alone for lunch! Again!](#act1a_alone)
@ -79,6 +79,8 @@ n: YOU USED *FEAR OF BEING UNLOVED*
# act1a_productive
`bb({mouth:"small", eyes:"normal"});`
b: Whip out your laptop and do some work right now!
`hong({eyes:"0_annoyed"})`
@ -90,9 +92,9 @@ bb({mouth:"normal", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: If we're not contributing to the body of society then we're a selfish parasite!
b: If we're not contributing to the body of society then we're a society-parasite!
b: The society-body will go to the society-doctor for medication to kill their society-parasites so we'll--
b: The society-body will go to the society-doctor for medication to kill their society-parasites then we'll--
```
bb({body:"panic", mouth:"normal", eyes:"fear"});
@ -158,7 +160,7 @@ b: See, human? I am your loyal guard-wolf!
`bb({body:"point_heart", eyes:"pretty"});`
b: I protect. I attack. But most importantly, I shall always have your back.
b: Trust your gut! Your feelings are always valid!
n: GET YOUR HUMAN'S ENERGY BAR TO ZERO
@ -223,26 +225,26 @@ b: Doesn't that weirdo throw a party *every* weekend?
`bb({eyes:"uncertain_right"});`
b: They must be deeply messed up on the inside!
b: What inner void are they trying to fill? They must be deeply messed up on the inside!
`hong({eyes:"surprise"});`
h: Also, I got an invite?
`bb({eyes:"narrow", mouth:"normal"});`
`bb({eyes:"fear", mouth:"normal"});`
b: Well then!
[Say yes, or we'll die from loneliness](#act1c_loner)
[Say yes, or we'll die from loneliness!](#act1c_loner)
[Say no, it's probably full of lethal drugs](#act1c_drugs)
[Say no, it's full of poisonous drugs!](#act1c_drugs)
[Ignore it, we just make parties sad](#act1c_sad)
[Ignore it, we just make parties sad.](#act1c_sad)
# act1c_loner
{{if _.fifteencigs}}
b: Fifteen cigarettes a day, human. Fifteen.
b: Fifteen cigarettes a day, human! Fifteen!
{{/if}}
{{if !_.fifteencigs}}
@ -254,7 +256,7 @@ b: Then no one will show up at our funeral, they'll dump our ashes into the ocea
{{/if}}
{{if !_.fifteencigs}}
b: and we become WHALE POOP.
b: and we become WHALE POOP!
{{/if}}
{{if !_.fifteencigs}} `_.whalepoop = true` {{/if}}
@ -275,7 +277,7 @@ b: So yeah we should go to that party!
{{/if}}
{{if _.parasite}}
b: Just bring the laptop so we can do some work.
b: Just bring the laptop so we can do work, and not be a society-parasite.
{{/if}}
{{if _.whitebread}}
@ -324,7 +326,7 @@ attack("10p", "harm");
(...2500)
{{if _.parasite}}
b: Besides, can't party, we need to do work or we're a terrible parasite!
b: Besides, can't party, we need to do work or we're a terrible society-parasite!
{{/if}}
`hong({mouth:"anger", eyes:"anger"});`
@ -348,7 +350,7 @@ b: All we ever do is cry in a corner about how loneliness is as deadly as 15 cig
{{/if}}
{{if _.parasite}}
b: All we ever do at parties is worry about how we should be doing work instead.
b: All we ever do at parties is worry about how we should be productive instead.
{{/if}}
{{if _.whitebread}}
@ -360,7 +362,7 @@ bb({mouth:"normal", eyes:"normal"});
hong({mouth:"neutral", eyes:"lookaway"});
```
h: gee i wonder why
h: gee i wonder why.
`hong({eyes:"neutral"});`
@ -410,7 +412,7 @@ h: What's new on Twitter?
[Oh no, is that tweet secretly about *us?*](#act1d_subtweet)
[hey, a GIF of a cat drinking milk](#act1d_milk)
[Hey, a GIF of a cat drinking milk.](#act1d_milk)
# act1d_news
@ -452,7 +454,7 @@ attack("10p", "harm");
```
music('battle', {volume:0.5});
hong({mouth:"anger", eyes:"anger"});
bb({body:"normal", mouth:"normal", eyes:"uncertain"});
bb({body:"normal", mouth:"normal", eyes:"normal"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
@ -519,7 +521,7 @@ attack("10p", "alone");
```
hong({mouth:"anger", eyes:"annoyed"});
bb({body:"normal", mouth:"normal", eyes:"uncertain"});
bb({body:"normal", mouth:"normal", eyes:"normal"});
```
h: o-KAY, gonna try Snapchat.
@ -541,7 +543,7 @@ Game.OVERRIDE_TEXT_SPEED = 1.8;
b: CATS CAN'T DIGEST MILK AND WE'RE TERRIBLE PEOPLE FOR ENJOYING ANIMAL ABUSE
```
bb({body:"normal", mouth:"normal", eyes:"narrow"});
bb({body:"normal", mouth:"normal", eyes:"fear"});
attack("10p", "bad");
```
@ -552,7 +554,7 @@ attack("10p", "bad");
```
hong({mouth:"anger", eyes:"annoyed"});
bb({body:"normal", mouth:"normal", eyes:"uncertain"});
bb({body:"normal", mouth:"normal", eyes:"normal"});
```
h: o-KAY, gonna try Snapchat.
@ -589,11 +591,11 @@ bb({mouth:"normal", eyes:"normal"});
[Change our answer! It's too crowded!](#act1e_yes_changetono)
{{if _.subtweet}}
[yeah they were totally subtweeting us](#act1e_ignore_subtweet)
[Yeah they were totally subtweeting us.](#act1e_ignore_subtweet)
{{/if}}
{{if _.badnews}}
[wait we retweeted without fact-checking](#act1e_ignore_factcheck)
[Wait we retweeted without fact-checking.](#act1e_ignore_factcheck)
{{/if}}
{{if (!_.subtweet && !_.badnews)}}
@ -698,11 +700,11 @@ h: Maybe I shouldn't have said no to the invite?
[Change our answer! Don't die alone!](#act1e_no_changetoyes)
{{if _.subtweet}}
[yeah they were totally subtweeting us](#act1e_ignore_subtweet)
[Yeah they were totally subtweeting us.](#act1e_ignore_subtweet)
{{/if}}
{{if _.badnews}}
[wait we retweeted without fact-checking](#act1e_ignore_factcheck)
[Wait we retweeted without fact-checking.](#act1e_ignore_factcheck)
{{/if}}
{{if (!_.subtweet && !_.badnews)}}
@ -801,14 +803,14 @@ h: Why are you like this?!
# act1e_ignore_factcheck
```
bb({eyes:"anger"});
bb({eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
b: We're spreading disinformation! We're destroying trust in a free press!
```
bb({body:"scream_anger"});
bb({body:"scream"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
@ -823,7 +825,7 @@ attack("10p", "bad");
(...2500)
```
hong({mouth:"anger", eyes:"anger"});
hong({mouth:"anger", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
_.factcheck = true;
```
@ -835,7 +837,7 @@ h: Why are you like this?!
# act1e_ignore_posture
```
bb({eyes:"anger"});
bb({eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
@ -875,7 +877,7 @@ h: Maybe I shouldn't have ignored the invite?
`bb({mouth:"normal", eyes:"normal"});`
[Keep ignoring, we're still party poopers](#act1e_ignore_continue)
[Keep ignoring, we're still party poopers.](#act1e_ignore_continue)
[Actually, say yes.](#act1e_ignore_changetoyes)
@ -946,7 +948,10 @@ h: It's not a hookup app, it's just a way to meet new peopl--
b: It's a hookup app.
`hong({eyes:"surprise", mouth:"smile"})`
```
hong({eyes:"surprise", mouth:"smile"});
bb({eyes:"normal"});
```
h: Oh, I got a match! They look cute!
@ -984,7 +989,7 @@ b: but they can never fill the hole
b: in *here*.
(...3000)
(...1000)
```
bb({body:"normal", mouth:"normal", eyes:"fear"});
@ -1008,7 +1013,7 @@ attack("30p", "alone");
`bb({eyes:"narrow", mouth:"small"})`
b: You think other people's genitals are Pokémon for you to collect?
b: You think other people's genitals are Pokémon for us to collect?
```
bb({body:"sing", eyes:"pretty", mouth:"shut"});
@ -1142,7 +1147,7 @@ h: i'm so sick of this game.
h:
{{if _.fifteencigs}}"loneliness will kill us"... {{/if}}
{{if _.parasite}}"be productive or we're a parasite"... {{/if}}
{{if _.parasite}}"we're a society-parasite"... {{/if}}
{{if _.whitebread}}"don't eat that, it'll kill us"... {{/if}}
{{if _.subtweet}}"they're talking behind our back"... {{/if}}
{{if _.badnews}}"the world is burning"... {{/if}}
@ -1243,7 +1248,7 @@ b: wha?
`hong({body:"phone1", eyes:"anger", mouth:"anger"});`
h: I'm going to say YES to that party
h: I'm going to say YES to that party,
{{if _.act1g=="go"}}
h: NOT because you want me to, but because *I* want to.
@ -1386,7 +1391,7 @@ n: NOW THAT THEIR ENERGY IS ZERO, YOU CAN DIRECTLY CONTROL THEIR ACTIONS
n: PICK YOUR ENDING MOVE
`//bb({mouth:"normal", eyes:"narrow"});`
`bb({mouth:"small_lock", eyes:"fear"});`
n: *FINISH THEM*
@ -1396,10 +1401,12 @@ n: *FINISH THEM*
# act1i_phone
`bb({eyes:"anger", mouth:"normal"})`
`bb({mouth:"normal", eyes:"narrow"})`
b: Your phone was giving you a panic attack!
`bb({eyes:"anger"})`
b: Zuckerberg and Co are hijacking your mental health for venture capitalist money!
```
@ -1423,7 +1430,7 @@ b: KILL IT KILL IT KILL IT KILL IT KILL IT KILL IT KILL IT KILL IT KILL IT KILL
# act1i_cry
`bb({eyes:"fear"})`
`bb({eyes:"fear", mouth:"normal"})`
b: The whole world is filled with danger!

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@ -354,23 +354,31 @@ _.a2_attack_1 = "bad";
`bb({body:"one_up", eyes:"normal_r"})`
b: I mean, what can we possibly do that matters in the end?
b: At the end of it all, what can we possibly do that really matters?
`bb({body:"normal", eyes:"sad"})`
b: All art will be forgotten. All inventions will be obsolete. All moral movements will be overturned.
b: Contribute to humanity? All great works fade away the way of Ozymandias. Love? Death will always do that part.
`bb({eyes:"sad_r"})`
b: All family lines die. All humans die. All planets and suns and galaxies die.
`bb({eyes:"suspect"})`
b: The arc of the moral universe is long, but it bends toward *entropic heat death*.
b: And how much death there is! *We* will die. *Our loved ones* will die.
`bb({eyes:"shock", body:"two_up"})`
b: How can our existence *matter* when in a few trillion years even *matter* won't exist?! What ca--
b: Heck, the Second Law of Thermodynamics means even our *universe* will die!
`bb({eyes:"suspect", body:"normal"})`
b: Oh, "death makes us appreciate life"? That's like saying we need to keep slaves to appreciate freedom!
`bb({body:"one_up"})`
b: Oh, "you need to make your own meaning"? That's what cultists and conspiracy theorists do!
`bb({eyes:"shock", body:"two_up"})`
b: Life has no meaning, death has no meaning, even *meaning* has no meaning! What is a mortal soul supposed to--
```
_.a2_first_danger = 'meaning';
@ -381,7 +389,7 @@ _.a2_attack_1 = "bad";
# act2b
`bb({eyes:"normal", mouth:"normal", body:"normal"})`
`bb({eyes:"normal", mouth:"normal", body:"normal", MOUTH_LOCK:true})`
b: ...
@ -389,11 +397,11 @@ b: ...
b: Um... can you hear me, human?
`bb({eyes:"normal"})`
`bb({eyes:"normal", MOUTH_LOCK:true})`
b: ...
`bb({eyes:"shock", mouth:"small", body:"chest"})`
`bb({eyes:"shock", mouth:"small_talk", body:"chest", MOUTH_LOCK:true})`
b: *GASP*
@ -442,6 +450,7 @@ b: We need to get out of here and quarantine ourselves forever in a small room w
```
_.a2_second_danger = 'netflix';
_.a2_attack_2 = "alone";
_.a2_hoodie_callback = "a quarantine";
```
(#act2c)
@ -456,48 +465,44 @@ b: DON'T BE A CREEP. IT'S AGAINST THE LAW!
(...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: 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
`bb({eyes:"angry", body:"two_up", mouth:"normal"})`
`bb({eyes:"shock", body:"two_up", mouth:"normal"})`
b: "A BIG DISGUSTING TRASH PERVERT"
```
_.a2_second_danger = 'law';
_.a2_attack_2 = "bad";
_.a2_hoodie_callback = "the law";
```
(#act2c)
# act2b_louder_meaning
`bb({eyes:"normal", body:"point", mouth:"normal"})`
b: ACTUALLY YOU KNOW WHAT'S WORSE THAN HAVING NO IMPACT ON HUMANITY?
`bb({body:"two_up", mouth:"normal", eyes:"shock"})`
b: HAVING *ALL* THE IMPACT ON HUMANITY.
b: Actually, even if you find a noble purpose in life, you can *still* mess everything up!
`bb({body:"normal", mouth:"normal", eyes:"normal"})`
@ -518,6 +523,7 @@ b: IT'S THE BUTTERFLY EFFECT, HUMAN! HOW MANY PEOPLE ARE YOU ACCIDENTALLY KILLIN
```
_.a2_second_danger = 'butterfly';
_.a2_attack_2 = "bad";
_.a2_hoodie_callback = "World War I";
```
(#act2c)
@ -532,7 +538,7 @@ b: Actually, you know what's worse than no-one liking you? *Everyone* liking you
`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)

View File

@ -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)

View File

@ -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}}

View File

@ -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)

View File

@ -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?

View File

@ -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,

View File

@ -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(){

View File

@ -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;

View File

@ -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";

View File

@ -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(){

View File

@ -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(){

View File

@ -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);

View File

@ -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",

View File

@ -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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@ -436,7 +436,7 @@ OPTIONS
padding: 15px;
margin: 15px;
background: #2e2e2e;
/*background: #2e2e2e;*/
color:#fff;
/* Spring OUT only */