buncha fixes and new music

This commit is contained in:
Nicky Case 2019-07-04 10:16:45 -04:00
parent 2b79e8c26d
commit f96769e203
30 changed files with 297 additions and 86 deletions

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@ -3,29 +3,29 @@
<head>
<!-- THE BIG META -->
<title>Adventures With Anxiety! (Demo)</title>
<meta name="description" content="A story-game about a human and their anxiety! You play *as* the anxiety." />
<title>Adventures With Anxiety!</title>
<meta name="description" content="A story-game about a human and their anxiety. You play as the anxiety." />
<link rel="icon" type="image/png" href="favicon.png">
<!-- Schema.org markup for Google+ -->
<meta itemprop="name" content="Adventures With Anxiety! (Demo)">
<meta itemprop="description" content="A story-game about a human and their anxiety! You play *as* the anxiety.">
<meta itemprop="name" content="Adventures With Anxiety!">
<meta itemprop="description" content="A story-game about a human and their anxiety. You play as the anxiety.">
<meta itemprop="image" content="https://ncase.me/anxiety-demo/sharing/thumb.png">
<!-- Twitter Card data -->
<meta name="twitter:card" content="summary_large_image">
<meta name="twitter:site" content="@ncasenmare">
<meta name="twitter:title" content="Adventures With Anxiety! (Demo)">
<meta name="twitter:description" content="A story-game about a human and their anxiety! You play *as* the anxiety.">
<meta name="twitter:title" content="Adventures With Anxiety!">
<meta name="twitter:description" content="A story-game about a human and their anxiety. You play as the anxiety.">
<meta name="twitter:image" content="https://ncase.me/anxiety-demo/sharing/thumb.png">
<!-- Open Graph data -->
<meta property="og:title" content="Adventures With Anxiety! (Demo)">
<meta property="og:title" content="Adventures With Anxiety!">
<meta property="og:type" content="website">
<meta property="og:url" content="https://ncase.me/anxiety-demo/">
<meta property="og:image" content="https://ncase.me/anxiety-demo/sharing/thumb.png">
<meta property="og:description" content="A story-game about a human and their anxiety! You play *as* the anxiety.">
<meta property="og:site_name" content="Adventures With Anxiety! (Demo)">
<meta property="og:description" content="A story-game about a human and their anxiety. You play as the anxiety.">
<meta property="og:site_name" content="Adventures With Anxiety!">
<!-- Styles -->
<link rel="stylesheet" type="text/css" href="styles/game.css">

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@ -783,7 +783,7 @@ music('party1', {volume:0.4, fade:2});
(...2000)
r: Looks like you're caught up in a fight with yourself, kid.
r: Looks like you're caught in a fight with yourself, kid.
`publish("act2-party-action", ["twist2"]);`
@ -796,16 +796,18 @@ r: Heck, just yesterday, I heard someone on campus had a nervous breakdown and s
{{/if}}
{{if _.act1_ending=="flight"}}
r: Hell, just yesterday, I heard someone curled up into an armadillo ball and cried in public!
r: Heck, just yesterday, I heard someone curled up into an armadillo ball and cried in public!
{{/if}}
h2: huh imagine that.
r: That's why I throw all these parties. I want to help peeps forget their worries.
r: Listen: I know what it's like to have that animal in your head.
r: We all do. That's why we're here! I throw these parties every weekend so we can forget our worries, forget that animal.
h2: but my anxiety...
r: Don't worry, kid. There's a simple trick to get that negative voice in your head to be quiet forever.
r: Don't worry, kid. I used to be like you. But then I found a little trick to get that negative voice to be quiet forever...
```
Game.clearText();
@ -1048,7 +1050,7 @@ music('party1', {volume:0.6, fade:1.5});
(...2000)
r: Y'okay there, kid?
r: You alright, kid?
{{if _.a2_ending=="fight"}}
(#act2k_fight)
@ -1087,25 +1089,31 @@ r: I like that. Come to my party next weekend, cutie.
`publish("act2-party-action", ["end_run"]);`
h2: ok thank you bye
h2: ok bye ciao adios
r: I wanna see you let out that *vicious* side of you more, kid!
r: The animal might have won today, but come back, and I'll mix something even stronger for you!
h2: sayōnara au revoir auf wiedersehen zài jiàn
r: You and me, kid, we'll show that beast who's boss!
(#act2k_end)
# act2k_flight
h2: ok sorry i have to go
h2: ok sorry i have to run
r: Ah, the voice won, huh?
r: Damn it. The animal won today, huh?
r: Come to my party next weekend, cutie. I'll mix something even stronger for ya.
h2: no no, just, uh, gotta run a marathon. gotta go fast.
r: Come to my party next weekend, cutie. I'll mix something even stronger for you.
`publish("act2-party-action", ["end_run"]);`
h2: ok thank you bye
h2: ok thanks gonna run run run run run
r: I wanna see you finally let loose, kid!
r: You and me, kid, we'll show that beast who's boss!
(#act2k_end)

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@ -2,33 +2,28 @@
`SceneSetup.act3();`
```
/*
r: Go on, kid, as hard as you can.
r: FUCK that's hot.
---
r: And... that's 10 laps in one minute.
r: Damn, kid. I'm impressed.
h: Told you I could run a marathon!
---
*/
```
h2: *Ah* that hits the spot.
r: Y'know, it's good to see you finally let loose, kid. To hell with all those bad vibes.
r: You know, kid...
h2: Yeah! I can't feel my own fear anymore!
h2: Specifically, the spots hit are my left and right amygdala.
r: Hmmm, ya sure 'bout that?
r: You remind me of myself when I was younger. Back when I was tormented by the animal in my head.
h2: What, you've got *another* dare for me?
r: Hey, quick question: truth or da--
r: Sure do, cutie. See that swimming pool *all* the way down there?
h2: DARE!
r: Haha! Good.
r: Ok. You see that swimming pool down there?
```
publish('hong-next');
publish("hunter-roof", ["front_evil"]);
publish("hunter-roof", ["front_badass"]);
```
h2: Yeah? Ten floors down?
r: Jump in.
@ -39,23 +34,50 @@ r: Jump in.
h2: ...
h2: What?
h2: Wait, what?
r: Prove your fear is gone. Jump.
r: The animal's started whining, hasn't it?
h2: um, wait, I...
r: *Oh nooooo it's dangerous, don't do iiiiit.*
r: C'mon, aren't we *friends?* Don't ya trust your *friends?*
r: But that's why we need to do thrilling, death-defying stunts! Party hard! Carpe diem! Snort coke off a hooker's butt, #YOLO!
r: Prove to us - and yourself - that you've conquered your fear once and for all. Jump.
r: To show that animal we don't give two *dicks* about its bitching! Jump.
r: Unless that nagging voice in your head is back?
h2: Uh, but sometimes, um... fear has a point...
h2: Yeah... it is...
```
music(null, {fade:2});
publish("hunter-roof", ["front_pissed"]);
```
`publish('hong-next')`
r: ...
h2: But not for long.
r: I'm sorry, did you fall for that "mindfulness" fad that claims feeling bad is *good?*
r: Pleasure is the opposite of pain. There-fucking-fore, you can use pleasure to fight pain!
r: How goddamn stupid are those California Buddhists to not see that?!
r: Kid, I know that *you* know that animal *hurts* people like us. It *tortures* people like us.
r: It's not your friend. It's a rabid beast, and rabid beasts need to be tranquilized,
r: Or have a bullet put in its fucking skull.
r: Otherwise, you're going to let it win.
h2: No. You're wrong.
```
publish('hong-next');
```
h2: I'm not going to let it win.
`publish("hunter-roof", ["front_badass"]);`
r: Fuck yeah! I believe in you, babe! Kill it! <3
(#act3a)
@ -67,7 +89,7 @@ h2: But not for long.
```
Game.clearText();
publish("act3-out");
music('battle_dark', {volume:1.0, fade:1});
music('battle_dark', {volume:1.0});
```
(...1500)
@ -88,8 +110,6 @@ b: AAAAAAAAAAAAAAAAAA
n: GOOD LUCK
(...999)
`Game.clearText();`
[Human, you could actually DIE here!](#act3a_harm) `Game.OVERRIDE_CHOICE_LINE=true`
@ -356,6 +376,8 @@ hong({body:"angry"});
bb({body:"dead"});
```
(...999)
h: *"The only thing to fear is fear itself."*
h: *"Don't worry, be happy!"*
@ -534,7 +556,9 @@ Game.FORCE_CANT_SKIP = true;
# act3_walkaway
`publish("start-walkaway-anim");`
```
publish("start-walkaway-anim");
```
(...2001)
@ -554,13 +578,12 @@ Game.FORCE_CANT_SKIP = true;
`Game.FORCE_CANT_SKIP = false;`
r: What's the matter, kid?
r: Oh *come on*. After all that, you're just walking away?
r: Ya *scared?*
r: What's the matter, kid? Are you *scared?*
```
publish('hong-next');
publish('hunter-roof', ["side_neutral"]);
```
h2: Yes.
@ -620,10 +643,6 @@ sfx("lock_door");
r: Did they just lock the door?
r: ...
r: shit.
```
Game.clearAll();
_.INJURED = false;
@ -736,7 +755,7 @@ publish("act4-injury-show");
`publish("act4-injury", [1]);`
(...2000)
(...4000)
`publish("act4-injury", [0]);`
@ -744,7 +763,7 @@ publish("act4-injury-show");
`publish("act4-injury", [2]);`
(...2000)
(...4000)
`publish("act4-injury", [0]);`
@ -752,7 +771,7 @@ publish("act4-injury-show");
`publish("act4-injury", [3]);`
(...2000)
(...8000)
`publish("act4-injury", [0]);`

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@ -131,7 +131,7 @@ b: I'm a battered shelter dog.
b: We've been through rough stuff, possibly trauma, so that's why sometimes I over-react and go--
`sfx("yaps");`
`sfx("yaps", {volume:0.6});`
b: YAP YAP YAP YAP YAP
@ -822,9 +822,9 @@ b: This isn't some *game*, you know.
b: Building a better relationship with your emotions isn't as simple as clicking buttons on a screen.
b: *Can* we work as a team?
b: *Can* we really get along?
b: *Can* we be on the same side?
b: *Can* we work together, as a team?
h: Well,
@ -905,7 +905,7 @@ s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OT
b: Hang on human, they seem uncomfortable.
h2: Ah, I don't mean to make you feel awkward!
h2: Ah, no pressure of course!
h2: Just saying, you can sit here if you want to.
@ -936,7 +936,7 @@ h2: It's just that, well, I jumped off a roof and almost killed myself.
{{/if}}
{{if !_.INJURED}}
h2: It's just that, well, I almost jumped off a roof and killed myself.
h2: It's just that, well, I almost jumped off a roof.
{{/if}}
h2: Please don't take it as a personal rejection, I just need quiet time to process some emotions.
@ -974,11 +974,11 @@ publish("act4-out-3");
(...1001)
h: Huh. Wonder what *that* was about.
h: Huh. I wonder what was going on in their head.
h: Anyway, you were saying?
b: Uh, I forget? Something about teams and sides?
b: Uh, I forget? Something about teams and work?
h: (shrug)
@ -986,17 +986,19 @@ b: They say you should "make peace" with your emotions, as if your emotions are
b: But I want us to make *more* than mere peace! I want us to be *allies!*
b: I want to be a good guard-dog. I want to protect you and your needs for safety, belonging, and goodness.
b: I want to be a good guard-dog. Just like how hunger & thirst are alarms for your physical needs,
b: But I suck at it, so I need you to train me.
b: I want to be the alarm for your emotional needs your needs for safety, belonging, goodness.
b: But... I suck at my job, so I need you to train me.
b: Teaching an old dog new tricks *will* take a while. Maybe *years.*
b: And sometimes, I'll relapse a bit, I'll slip into my old habits.
b: And sometimes I'll relapse, I'll slip into my old habits.
b: I'll bark at shadows. I'll scare you with words. I might even show you some intrusive images of... things.
b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed once in a while!
b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed sometimes!
b: But if you're patient with me... and just stay and sit with me...
@ -1112,7 +1114,7 @@ b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
{{/if}}
```
sfx("yaps");
sfx("yaps", {volume:0.6});
Game.FORCE_CANT_SKIP = true;
```

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@ -1,6 +1,6 @@
# credits
`music('credits', {NO_LOOP:true, volume:0.7});`
`music('credits', {NO_LOOP:true, volume:0.55});`
(...1884)

181
scenes/hunter_rewrite.md Normal file
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@ -0,0 +1,181 @@
r: Looks like you're caught in a fight with yourself, kid.
h2: (nods)
r: You're not alone, friend. Anxiety's super common.
{{if _.act1_ending=="fight"}}
r: Heck, just yesterday, I heard someone on campus had a nervous breakdown and smashed their phone!
{{/if}}
{{if _.act1_ending=="flight"}}
r: Heck, just yesterday, I heard someone curled up into an armadillo ball and cried in public!
{{/if}}
h2: huh imagine that.
r: Listen: I know what it's like to have that animal in your head.
r: All of us here do. That's why we're here! I throw these parties every weekend so we can forget our worries, forget that animal.
h2: but my anxiety...
r: Don't worry, kid. I used to be like you. But then I discovered a little trick to make that beast shut up forever...
```
Game.clearText();
music(null, {fade:1});
```
(...2000)
```
publish("act2-party-action", ["twist3"]);
sfx("rustle");
```
(...2500)
`publish("act2-party-action", ["twist4"]);`
(...1000)
r: My own specialty blend. It's a mix of... well, everything.
r: Bottoms up, motherfucker.
# act2k
r: You alright, kid?
{{if _.a2_ending=="fight"}}
(#act2k_fight)
{{/if}}
{{if _.a2_ending=="flight"}}
(#act2k_flight)
{{/if}}
# act2k_fight
r: Y-you...
r: are *kinky*.
r: I like that. Come to my party next weekend, cutie.
h2: ok bye ciao adios
r: The animal might have won today, but come back, and I'll mix something even stronger for you!
h2: sayōnara au revoir auf wiedersehen zài jiàn
r: You and me, kid, we'll show that beast who's boss!
(#act2k_end)
# act2k_flight
h2: ok sorry i have to run
r: Damn it. The animal won today, huh?
h2: no no, just, uh, gotta run a marathon. gotta go fast.
r: Come to my party next weekend, cutie. I'll mix something even stronger for you.
`publish("act2-party-action", ["end_run"]);`
h2: ok thanks gonna run run run run run
r: You and me, kid, we'll show that beast who's boss!
(#act2k_end)
# act3
`SceneSetup.act3();`
h2: *Ah* that hits the spot.
r: You know, kid...
h2: Specifically, the spots hit are my left and right amygdala.
r: You remind me of myself when I was younger. Back when I was tormented by the animal in my head.
r: I'm proud to help you get rid of it. It's almost like a... *parental*... sort of pride.
`Game.clearText();`
r: Hey, quick question: truth or da--
h2: DARE!
r: Haha! Good.
r: Ok. You see that swimming pool down there?
h2: Yeah? Ten floors down?
r: Jump in.
h2: ...
h2: Wait, what?
r: The animal's started whining, hasn't it?
r: *Oh nooooo it's dangerous, don't do iiiiit.*
r: But that's exactly why we need to do thrilling, death-defying stunts! Party hard! Carpe diem! Snort coke off a hooker's butt, hashtag #YOLO!
r: Show that animal we don't give two *dicks* about its bitching! Jump.
h2: Uh, but sometimes, um... fear has a point...
r: ...
r: ...
r: I'm sorry, did you fall for that "mindfulness" fad bullshit that claims feeling bad is *good?*
r: Pleasure is the opposite of pain. There-fucking-fore, you can use pleasure to fight pain! How goddamn stupid are those California-Buddhists to not see that?!
r: Kid, I know that *you* know that animal *hurts* people like us. It *tortures* people like us.
r: It's not your fucking friend. It's a savage beast that needs to be tranquilized,
r: Or taken to the shed to be *shot in the back of the skull.*
r: Otherwise, you're going to let it win.
h2: ...you're wrong.
h2: I'm not going to let it win.
r: Fuck yeah! I believe in you, babe! Kill it! <3
(#act3a)
# act3_walkaway
r: Aw *come on*. After everything it put you through, you're just walking away?!
r: What's the matter, kid? You *scared?*
h2: Yes.
h2: I'm scared.
h2: And that's okay!
h2: It's okay to be scared.
r: Did they just lock the door?
(#act4)

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@ -1,5 +1,5 @@
Loader.addSounds([
{ id:"music_battle", src:"sounds/music/battle.mp3" },
{ id:"music_battle", src:"sounds/music/pogMIX.mp3" },
{ id:"music_pokemon", src:"sounds/music/pokemon.mp3" },
{ id:"fart", src:"sounds/sfx/fart.mp3" }
]);

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@ -21,13 +21,14 @@ function BG_Rooftop(){
});
self.hunterSprite = new Sprite({
image: Library.images.rooftop_hunter,
grid:{ width:4, height:1 },
grid:{ width:4, height:2 },
frame:{ width:400, height:400 },
y: 200,
frameNames:[
"side_smile",
"side_neutral",
"front_evil",
"front_badass",
"front_pissed",
"front_shock"
]
});
@ -197,7 +198,7 @@ function BG_Rooftop(){
// WALK AWAY
subscribe("start-walkaway-anim", function(){
self.hongSprite.gotoFrame(23);
self.hunterSprite.gotoFrameByName("side_smile");
self.hunterSprite.gotoFrameByName("side_neutral");
}),
// INJURY

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@ -1,6 +1,6 @@
Loader.addSounds([
{ id:"music_party2", src:"sounds/music/party2.mp3" },
{ id:"music_battle_dark", src:"sounds/music/battle_dark.mp3" }
{ id:"music_battle_dark", src:"sounds/music/battle_dark_FIRST.mp3" }
]);
SceneSetup.act3 = function(){

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@ -13,7 +13,7 @@ Loader.addImages([
Loader.addSounds([
{ id:"yaps", src:"sounds/sfx/yaps.mp3" },
{ id:"youbothwin", src:"sounds/sfx/youbothwin.mp3" }
{ id:"youbothwin", src:"sounds/stings/you_both_winMIX.mp3" }
]);
function BG_Act4(){

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@ -1,5 +1,5 @@
Loader.addSounds([
{ id:"music_dontfight", src:"sounds/music/dontfight.mp3" }
{ id:"music_dontfight", src:"sounds/music/uplifting_pog_MIX.mp3" }
]);
SceneSetup.act4 = function(){

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@ -1,5 +1,5 @@
Loader.addSounds([
{ id:"music_credits", src:"sounds/music/credits.mp3" }
{ id:"music_credits", src:"sounds/music/upbeatcreditMIX.mp3" }
]);
SceneSetup.credits = function(){

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@ -1,5 +1,5 @@
Loader.addSounds([
{ id:"intermission", src:"sounds/sfx/intermission.mp3" }
{ id:"intermission", src:"sounds/stings/you_winMIX.mp3" }
]);
SceneSetup.intermission = function(STAGE){

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@ -35,11 +35,11 @@ subscribe("START_GAME", function(){
$("#about").style.display = "block";
// Act 2
//_ = {"CHAPTER":1,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","act1_ending":"flight","INTERMISSION_STAGE":1};
//Game.goto("act2");
_ = {"CHAPTER":1,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","act1_ending":"flight","INTERMISSION_STAGE":1};
Game.goto("act2");
//Game.goto("act4");
Game.goto("intro");
//Game.goto("intro");
});

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