Getting to Know Christine Anniversary Edition (En, Sp, Fr)

I hope you'll excuse this indulgence, but in the immortal words of the J. Geils Band, "Now hold on, this song has a little introduction to it."
In early 2009 I was wandering around the internet and stumbled across a "Sex Game." It was one of those ones that were basically an animation with two buttons--"faster" and "slower"--and, if you let it run long enough, a "cum" button was added. I was ... intrigued and went searching for more. I eventually found a few of Shark's games, and that led me here. (Well, the previous incarnation of here, at least.)
Now, the internet isn't a very friendly place, especially to women, and I often pretend to be male on internet forums. In the profile, I click the "male" button and call myself "Mike" or "Tim" etc. At the time, the lagoon had a few female members, and, thankfully, they were being treated respectfully. That made me interested in participating here, but I was still a bit nervous. So, while I didn't overtly pretend to be male, I obfuscated my gender. I left the gender option blank and intentionally chose a name that ended in "o" since many people associate that with male names. Then, while posting, I never referred to my gender one way or the other.
So, we talked about various games, and it was fun. Then one day someone posted a link to "Date Ariane." Mind. Blown. Ariane showed me what these games can be. Though she credits Japanese visual novels as her inspiration, it's my opinion that she created the genre that I participate in. She influenced others as well, including Chaotic. I devoured his early games, though was frustrated that they didn't work on my browser. (I used to fix the code myself so that I could play them.)
Partially to encourage Chaotic to write games that I didn't have to fix, and partially to encourage others to write ArianeB-style games for me to play, I created a tool called "Adventure Creator." The intent was to make it so that non-programmers could write these games and, thus, have more for me to play.
I saw some success in this endeavor, as a guy named "Phreaky" started using Adventure Creator to make his own games. I was happy, but also disappointed with a few of the trends I was seeing. All of the early games that were inspired by Date Ariane followed the plot, "Meet a girl for the first time, get her drunk, and you can have sex with her." I was a little uncomfortable with the message that was sending.
If you see something you don't like, you can complain about it, or you can lead by example. I chose to do the latter. So, I approached Phreaky and asked him if I could rewrite his "Date Amy" game. He agreed, and I gave it a shot. The first thing I learned was that these games are a lot harder to write than they seem to be. The second thing I learned was that there were a ton of things I could change in Adventure Creator to make game creation easier.
And then I screwed up.
At this point I was a heavy poster on the lagoon but had never done anything to confirm or deny my gender. I'm pretty sure that everyone thought I was male. But, when I tackled rewriting Phreaky's game, I skipped a scene and had one of the characters say something like, "Tlaero didn't implement this scene because she thought it was too much work."
Phreaky noticed the "she" there and asked me point blank if I was female. Obfuscation was one thing, but I didn't want to outright lie. So, I "came out" as it were.
Anyway, I offered to do an actual collaboration with Phreaky. I took over the writing and programming of his next game, "Virtual Date with Keeley" and then did all of the writing and programming of the games after that. We started doing games where you had multiple dates before sex, and you didn't need alcohol to do it.
When it came time to do our third game (I later joined the first two into a single one called "Meeting Keeley"), I wanted to change another common aspect of these games. At that point, the entire plot in all of them, mine included, was, "Meet a woman and convince her to have sex with you. The end." I wanted to write an erotic game that had more "story" than that.
In March of 2011, I released "Getting to Know Christine" with Phreaky. This was my first attempt at writing an erotic game with an actual story. And it did remarkably well. The GtkC thread on the lagoon has 365 posts, and it's still the second highest rated game on Play Force One.
We're coming up on the 7th anniversary of Getting to Know Christine, but, unlike the other games I wrote with Phreaky, I never updated its code or rereleased it. That original version doesn't have save games, and I'm pretty sure the download version doesn't even work on Chrome. So, today I'm releasing the "Anniversary Edition" of GtkC. It's the same game you played originally, with the same pictures, but it has all the modern conveniences of my current games, with a menu, multiple saves, and the ability to export and import them.
To test this version, I played through it for the first time since I released it. I was surprised to see some things that I've used in later games. Like, remember in RfJ where after Jess kisses you, she says you could have squeezed her rear? Apparently, I unwittingly lifted that from my own game. I was also surprised at how obnoxiously hard it was. The first time I played it, I failed. (-:
Anyway, thank you for indulging me in this walk down memory lane. And thank you for playing my games over the years. I've replaced the original version of GtkC on mediafire with the updated one. Here's the link.
http://www.mediafire.com/file/c8yeazejdsg48pa/GtkC.zip
Edit: I've updated the link with a Spanish translation by Moskys and Sirio.
Edit2: I've updated the link with a French translation by Marco6661.
Tlaero
In early 2009 I was wandering around the internet and stumbled across a "Sex Game." It was one of those ones that were basically an animation with two buttons--"faster" and "slower"--and, if you let it run long enough, a "cum" button was added. I was ... intrigued and went searching for more. I eventually found a few of Shark's games, and that led me here. (Well, the previous incarnation of here, at least.)
Now, the internet isn't a very friendly place, especially to women, and I often pretend to be male on internet forums. In the profile, I click the "male" button and call myself "Mike" or "Tim" etc. At the time, the lagoon had a few female members, and, thankfully, they were being treated respectfully. That made me interested in participating here, but I was still a bit nervous. So, while I didn't overtly pretend to be male, I obfuscated my gender. I left the gender option blank and intentionally chose a name that ended in "o" since many people associate that with male names. Then, while posting, I never referred to my gender one way or the other.
So, we talked about various games, and it was fun. Then one day someone posted a link to "Date Ariane." Mind. Blown. Ariane showed me what these games can be. Though she credits Japanese visual novels as her inspiration, it's my opinion that she created the genre that I participate in. She influenced others as well, including Chaotic. I devoured his early games, though was frustrated that they didn't work on my browser. (I used to fix the code myself so that I could play them.)
Partially to encourage Chaotic to write games that I didn't have to fix, and partially to encourage others to write ArianeB-style games for me to play, I created a tool called "Adventure Creator." The intent was to make it so that non-programmers could write these games and, thus, have more for me to play.
I saw some success in this endeavor, as a guy named "Phreaky" started using Adventure Creator to make his own games. I was happy, but also disappointed with a few of the trends I was seeing. All of the early games that were inspired by Date Ariane followed the plot, "Meet a girl for the first time, get her drunk, and you can have sex with her." I was a little uncomfortable with the message that was sending.
If you see something you don't like, you can complain about it, or you can lead by example. I chose to do the latter. So, I approached Phreaky and asked him if I could rewrite his "Date Amy" game. He agreed, and I gave it a shot. The first thing I learned was that these games are a lot harder to write than they seem to be. The second thing I learned was that there were a ton of things I could change in Adventure Creator to make game creation easier.
And then I screwed up.
At this point I was a heavy poster on the lagoon but had never done anything to confirm or deny my gender. I'm pretty sure that everyone thought I was male. But, when I tackled rewriting Phreaky's game, I skipped a scene and had one of the characters say something like, "Tlaero didn't implement this scene because she thought it was too much work."
Phreaky noticed the "she" there and asked me point blank if I was female. Obfuscation was one thing, but I didn't want to outright lie. So, I "came out" as it were.
Anyway, I offered to do an actual collaboration with Phreaky. I took over the writing and programming of his next game, "Virtual Date with Keeley" and then did all of the writing and programming of the games after that. We started doing games where you had multiple dates before sex, and you didn't need alcohol to do it.
When it came time to do our third game (I later joined the first two into a single one called "Meeting Keeley"), I wanted to change another common aspect of these games. At that point, the entire plot in all of them, mine included, was, "Meet a woman and convince her to have sex with you. The end." I wanted to write an erotic game that had more "story" than that.
In March of 2011, I released "Getting to Know Christine" with Phreaky. This was my first attempt at writing an erotic game with an actual story. And it did remarkably well. The GtkC thread on the lagoon has 365 posts, and it's still the second highest rated game on Play Force One.
We're coming up on the 7th anniversary of Getting to Know Christine, but, unlike the other games I wrote with Phreaky, I never updated its code or rereleased it. That original version doesn't have save games, and I'm pretty sure the download version doesn't even work on Chrome. So, today I'm releasing the "Anniversary Edition" of GtkC. It's the same game you played originally, with the same pictures, but it has all the modern conveniences of my current games, with a menu, multiple saves, and the ability to export and import them.
To test this version, I played through it for the first time since I released it. I was surprised to see some things that I've used in later games. Like, remember in RfJ where after Jess kisses you, she says you could have squeezed her rear? Apparently, I unwittingly lifted that from my own game. I was also surprised at how obnoxiously hard it was. The first time I played it, I failed. (-:
Anyway, thank you for indulging me in this walk down memory lane. And thank you for playing my games over the years. I've replaced the original version of GtkC on mediafire with the updated one. Here's the link.
http://www.mediafire.com/file/c8yeazejdsg48pa/GtkC.zip
Edit: I've updated the link with a Spanish translation by Moskys and Sirio.
Edit2: I've updated the link with a French translation by Marco6661.
Tlaero