WIP: Choreography update for chapter 1 #41
2
LICENSE
2
LICENSE
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@ -6,3 +6,5 @@ WoodSnap.wav - "Snapping, Wooden Fence, N.wav" by InspectorJ (www.jshaw.co.uk) o
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firealarm.ogg - "School Fire Alarm" by Cullen Card
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shot.ogg - "38 Caliber Gun Shot 5x" by Mike Koenig
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wind.wav - "Wind" by Mark DiAngelo
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punch.ogg - "Strong Punch" by Mike Koenig
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menacing.ogg - "Scaryscape 01" by Suonho (soundcloud.com/suonho) of Freesound.org
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@ -23,6 +23,12 @@ init python:
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picked = random.randint(0,length - 1)
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fileName = files[picked]
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renpy.show(fileName, at_list=[randPosition])
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# extra music channel so we can do crossfade instead of fadeout followed by fadein
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# TODO: function for stopping both channels with optional fadeout so we don't have to keep track of which channel is playing
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renpy.music.register_channel("music1","sfx",True,tight=True)
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# allows playing looped ambience alongside music
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renpy.music.register_channel("ambient","sfx",True,tight=True)
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renpy.music.register_channel("ambient1","sfx",True,tight=True)
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if persistent.scroll == True:
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config.keymap['dismiss'].append('mousedown_4')
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@ -80,39 +86,58 @@ transform randPosition:
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# attribute guitar:
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# "guitar.webp"
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# Click-to-continue icons / animations
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# TODO: settle on a position/animation that people like
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image ctc_end_marker:
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"pickicon2"
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# xalign 0.925 yalign 0.98
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alpha 0
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linear 0.25 alpha 1
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# linear 0.5 alpha 0
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# repeat
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image ctc_mid_marker:
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"pickicon2"
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# xalign 0.925 yalign 0.98
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alpha 0
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linear 0.25 alpha 1
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# linear 0.5 alpha 0
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# repeat
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#Raw Image & kwargs for long textboxes
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define long_textbox_img = Image("gui/textbox_long.png", xalign=0.5, yalign=1.0)
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define long_textbox = { "window_background": long_textbox_img, 'namebox_style': "namebox_large" }
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#Characters
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define A = Character ('Anon',color="#36E12D") #Light Green
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define F = Character ('Fang',color="#7E2DE1") #Purple
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define Lucy = Character ('Lucy',color="#7E2DE1") #Purple
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define Ro = Character ('Rosa',color="#E12D36") #Red
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define St = Character ('Stella',color="#E17E2D") #orang
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define N = Character ('Naomi',color="#2D36E1") #Blue
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define Nas = Character ('Naser',color="#501D5E") #Dark Purple
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define T = Character ('Trish',color="#8A0036") #Maroon
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define Attendant = Character ('Attendant',color="#8A0036") #Maroon
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define Sp = Character ('Spears',color="#7B8A00") #Dark Yellow
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define Re = Character ('Reed',color="#368A00") #Dark Green
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define D = Character ('Driver',color="#098A00")
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define FM = Character ('Fangs Mom',color="#EA1A84")
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define FD = Character ('Fangs Dad',color="#1A1CEA")
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define Tsuki = Character ('Mr. Tsuki',color="#CEAF23")
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define unknown = Character ('(???)',color="#000000")
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define jingo = Character ('Mr. Jingo',color="#42C053")
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define MaitD = Character ('Maitre D',color="#42C053")
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define Moe = Character('Moe',color="#42C053")
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define Vince = Character ('Vince',color="#3C770D") #Dark Green
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define Waitress = Character ('Waitress',color="#C89B19") #Gold
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define base = Character (ctc="ctc_end_marker", ctc_pause="ctc_mid_marker", ctc_timedpause=Null(), ctc_position="nestled") # try to remember some of the basics of CTC
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define I = Character(kind=base) # for internal dialogue i.e narration. Required for CTC indicators working with Anon's thoughts
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define A = Character ('Anon', base, color="#36E12D") #Light Green
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define F = Character ('Fang', base, color="#7E2DE1") #Purple
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define Lucy = Character ('Lucy', base, color="#7E2DE1") #Purple
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define Ro = Character ('Rosa', base, color="#E12D36") #Red
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define St = Character ('Stella', base, color="#E17E2D") #orang
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define N = Character ('Naomi', base, color="#2D36E1") #Blue
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define Nas = Character ('Naser', base, color="#501D5E") #Dark Purple
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define T = Character ('Trish', base, color="#8A0036") #Maroon
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define Attendant = Character ('Attendant', base, color="#8A0036") #Maroon
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define Sp = Character ('Spears', base, color="#7B8A00") #Dark Yellow
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define Re = Character ('Reed', base, color="#368A00") #Dark Green
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define D = Character ('Driver', base, color="#098A00")
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define FM = Character ('Fangs Mom', base, color="#EA1A84")
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define FD = Character ('Fangs Dad', base, color="#1A1CEA")
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define Tsuki = Character ('Mr. Tsuki', base, color="#CEAF23")
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define unknown = Character ('(???)', base, color="#000000")
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define jingo = Character ('Mr. Jingo', base, color="#42C053")
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define MaitD = Character ('Maitre D', base, color="#42C053")
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define Moe = Character('Moe', base, color="#42C053")
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define Vince = Character ('Vince', base, color="#3C770D") #Dark Green
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define Waitress = Character ('Waitress', base, color="#C89B19") #Gold
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#long TB chars
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define AnonAndFang = Character('Anon and Fang',color="34F313", **long_textbox)
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define SV = Character ('Street Vendor',color="#420046", **long_textbox)
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define carl = Character ('Mr. Carldewskii',color="#4963A5", **long_textbox)
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define Drf = Character ('Dr. Fernsworth',color="#4963A5", **long_textbox)
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define FRT = Character ('Fang Reed & Trish',color="#4963A5", **long_textbox)
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define AnonAndFang = Character('Anon and Fang', base, color="34F313", **long_textbox)
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define SV = Character ('Street Vendor', base, color="#420046", **long_textbox)
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define carl = Character ('Mr. Carldewskii', base, color="#4963A5", **long_textbox)
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define Drf = Character ('Dr. Fernsworth', base, color="#4963A5", **long_textbox)
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define FRT = Character ('Fang Reed & Trish', base, color="#4963A5", **long_textbox)
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#Extra image translations
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@ -121,6 +146,7 @@ image stellaSilo = im.Flip(im.MatrixColor("stella/stella neutral.png",im.matrix.
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image rosaSilo = im.MatrixColor("rosa/rosa neutral.png",im.matrix.brightness(-1))
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image naomiSilo = im.MatrixColor("naomi/naomi neutral.png",im.matrix.brightness(-1))
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image naserSilo = im.Flip(im.MatrixColor("naser/naser neutral.png",im.matrix.brightness(-1)), horizontal=True)
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image naserSiloShocked = im.Flip(im.MatrixColor("naser/naser shocked.png",im.matrix.brightness(-1)), horizontal=True)
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image fangSilo = im.MatrixColor("fang/basic set/fang neutral.png",im.matrix.brightness(-1))
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image fangAngrySilo = im.MatrixColor("fang/basic set/fang angry.png",im.matrix.brightness(-1))
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@ -270,6 +296,7 @@ image fang hiding flip = im.Flip("fang/emotive set/fang hiding.png", horizontal=
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#indignant flip
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image trish prom indignant flip = im.Flip("trish/trish prom indignant.png", horizontal=True)
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image trish indignant flip = im.Flip("trish/trish indignant.png", horizontal=True)
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#surprised flip
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image fang surprised flip = im.Flip("fang/basic set/fang surprised.png", horizontal=True)
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@ -289,9 +316,12 @@ image jinflip = im.Flip("other/jin.png", horizontal=True)
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image farnsworth flip = im.Flip("other/farnsworth.png", horizontal=True)
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image carldelewski flip = im.Flip("other/carldelewski.png", horizontal=True)
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image fangdad unimpressed flip = im.Flip("fangparents/fangdad unimpressed.png", horizontal=True)
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image naser handout flip = im.Flip("naser/naser handout.png", horizontal=True)
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# vfx
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image black = "#000"
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image dimmer_light = "#00000066"
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image dimmer_darker = "#00000088"
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#WAOH ITS THE TITLE SCREEN!!!!
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label splashscreen:
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File diff suppressed because it is too large
Load Diff
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@ -1,23 +1,7 @@
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label chapter_2:
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scene black with fade
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"We finish eating and make small talk until the bell signals us to go to our sixth period."
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"Day two out of however many left is now out of my way."
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"I’m fairly certain that if Naser found out I laughed too I’d need to avoid him."
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"Those cheeto covered claws look like they’d freakin’ hurt, man."
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"With that drama now past me I can just disappear and cheese through the rest of the year like I’m invisible."
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"Oh when June hits it’s gonna be so sweet."
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"Amen to that."
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"..."
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pause 1
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scene room anon dark with fade
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"-Two Days Later-"
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"Alarm is off"
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@ -0,0 +1,12 @@
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## Utility functions for game setup, debugging etc.
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label initstats(anon=0, fang=0, trad=False):
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# Sets various game-related global variables
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# :param int anon: Anon's score
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# :param int fang: Fang's score
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# :param bool trad: Tradwife ending flag
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$ anonscore = anon
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$ fangscore = fang
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$ tradwife = trad
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return
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