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The Amazing World of Gumball: Class Spirits

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Title Screen

The Amazing World of Gumball: Class Spirits

Developer: Yamago
Publisher: Cartoon Network Studios
Platform: Adobe Flash
Released internationally: March 18, 2013


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.


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Unused Graphics

TAWoG-Class Spirits-image 815.png

An early version of the logo exists inside the files.

TAWoG-Class Spirits-ScreenLevelSelection inter bg.png

A work in progress graphic for a level selection screen that was never implemented.

TAWoG-Class Spirits-ScreenTC inter BrandLogo.png

A placeholder for an external image, which itself is also a placeholder:

TAWoG-Class Spirits-BrandLogo.png

tuto.swf

This file contains a boatload of placeholder graphics.

Development Text

This line inside assets.xml repeats tons of times.

Original Translated
racine à coller devant tous les noms d'export du jeu
root to paste into all of the game's export names
(Translation: divingkatae)

A bunch of disabled debugging elements along with three unused mentioned SWF files inside config.xml.

	<!-- true to activate cheats -->
	<debug type="Boolean">false</debug>
	
	<!-- development versions -->
	<fps type="Boolean">false</fps>
	<dev type="Boolean">false</dev>
	<export type="Boolean">false</export>
	<debugBounce type="Boolean">false</debugBounce>
	
	<debugMode type="String">false</debugMode>
	<frameRate type="Number">30</frameRate>
	<showRasterizations type="Boolean">false</showRasterizations>
	<parseLvlD type="Boolean">true</parseLvlD>

	<!-- export IOS -->
	<textureGenerator type="String">single</textureGenerator>
	<exportAssets type="Boolean">false</exportAssets>
	
	<level_design type="String">level_design.swf</level_design> <!-- note: not used for release build -->
	<level_decoration type="String">level_decoration.swf</level_decoration> <!-- note: not used for release build -->
	<level_design_xml type="String">level_design_xml.swf</level_design_xml>
	
	<gameDev type="Boolean">false</gameDev>

	<textFlowModeDebug type="Boolean">false</textFlowModeDebug>

lvld.xml

<!--

<levelXX>
        <goalPct></goalPct> <- goal to win. value : 30 - 90
        <timePopPowerUp></timePopPowerUp> <- time between two pop power up
        <maxPowerUpSameTime></maxPowerUpSameTime> <- nb power up on same time. value : -1 no limit to X
        <listPowerUp></listPowerUp> <- if null random power up. else select power up : Stun. Slow. X2. Invincible
		<obstacle>
                <nbMax></nbMax> <- nb max obstacle in level
                <distanceMin></distanceMin> <- distance min between to obstacle. value : on pixel if -1 no limit
                <distanceMax></distanceMax> <- distance max between to obstacle. value : on pixel if -1 no limit
        </obstacle>
        <swarmer> <- enemy swarmer
                <nb></nb> <- nb swarmer in level. value : 0 - 2
                <speedMax1></speedMax1> <- speed max. value : 0 - X
                <speedMax2></speedMax2> <- speed max. value : 0 - X
                <randomChangeDir></randomChangeDir> <- chance swarmer change direction. value : 0 - 1
        </swarmer>
        <heavy> <- big enemy 
                <speedMax></speedMax> <- speed max. value : 0 - X
                <ia>
                        <rush></rush> <- % ia use rush mode. value : 0 - 1
                        <flee></flee> <- % ia use flee mode. value : 0 - 1
                        <random></random> <- % ia use random mode. value : 0 - 1
                </ia>
				<aggroRange>50</aggroRange> <- distance in pixels from the player within which the ennemy will automatically switch to rush IA mode : 0 - 500 (higher value = harder)
				<stalkDistance>200</stalkDistance/> <- distance in pixels from the player within which the ennemy will randomly move while in rush mode : 0 - 500 (higher value = easier as the mob may move farther away from the player)
        </heavy>
</levelXX>

-->

main_en.xml

<!-- HTML SUPPORT - -> Use CDATA syntax into the source nodes if you want  to add HTML tags: <source><![CDATA[<FONT FACE="Lithos Pro Light" SIZE="15"  COLOR="enFF0000"><U>HTML</U> it's so cool !</FONT>]]></source> -->

<!-- BODY TAG - -> html tag "true": all the texts will have the html enabled  by default html tag "false": all the texts won't have the html enabled by  default no html tag: all the texts will have or not the html enabled as they  are set in the FLA files example: <body html="true"> -->

<!-- TRANS-UNIT TAG - -> html tag "true": the text will have the html  enabled and ignores the body html attribute html tag "false": the text won't  have the html enabled and ignores the body html attribute no html tag: the  text will have or not the html enabled as it is set in the body or in the  FLA files if the body html attribute isn't set. example: <trans-unit id="001"  resname="IDS_SELECTLEVELMENU_TITLE" html="false"> ---><trans-unit id='000'  resname='IDS_PLAY'><source>play</source></trans-unit>