Where's My Mickey?
Where's My Mickey? |
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Developer: Creature Feep This game has uncompiled source code. |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
To do: Find anything or leftovers in the free version and the XL version. |
Wheres My Mickey? is a spin-off of Where's My Water?. It's basically the same game, but it stars Mickey Mouse and his friends in place of the sewer alligators, drawn in the art style of Paul Rudish's long-running 2013 series.
Contents
Development Leftovers
Source Code
// // GameMovieView.h // Where's My... ? // // Created by Russ Klinkerman on 4/19/13. // Copyright 2013 Disney Mobile. All rights reserved. // #import <UIKit/UIKit.h> #import <AVFoundation/AVFoundation.h> @interface GameMovieView : UIView @property (nonatomic, retain) AVPlayer *player; - (void)setVideoFillMode:(NSString *)fillMode; @end
The iOS versions left a small source file called GameMovieView.h at the root of the application with a developer copyright, the said developer was a lead designer of the game.
Half of the source code
Half of the source code was found on github. The files seem to be in the transition between Where's My Mickey? and Where's My XiYangYang.
https://github.com/DannyTking/TalkingScene
Almost all of the folders in wmw_spl_act_wheresmywater_750x500.swf in the wmw flash version have a direct or close C++ equivalent. The only major one missing is WaterConcept, which in the Flash version contains the code for managing fluids, dirt/rock and objects.[1]
It also looks like there was going to be a macOS version of Where's My Mickey / Where's My XiYangYang.
Texture Export Configs
A small number of texture directories have a configuration file named atlast.cfg, most likely the text inside them are arguments for a texture exporting tool.
-e waltex -fmt rgba4444
Almost Empty Java Source Directory
Do not move files from com.disney.common (or do so cautiously and update native code in lockstep accordingly) - Native code is hardwired to class and methods defined in com.disney.common - We are migrating these step by step but they need to remain here for Mickey BaseActivity DoofAssetAMPSManager.java PlatformGameServcesManager.java TABHDAssetAMPSManager.java VOAssetAMPSManager.java WMWActivity.java WMWGLUtils.java WMWRenderer.java WMWView.java
A directory named com is present in the root of version 1.2 for Android. Most of these directories commonly contain source files but they are nowhere to be found; just a note named _IMPORTANT_Readme_Do_Not_Rename_These_Files.txt.
Developer Notes
Levels can override any animation defined by the LevelPack on a per level basis. Skeleton Actor: Requires attributes for skeleton, animation, and scene Expected Animations: idle: (group) played while idle in the portal intro: played while entering the level from the results screen success: played when the level is won and continues all the way into the results screen fail: played when the level has failed tapped: (group) played when the player tapps on the portal resultsIdle: played when the gag has completed resultsTapped: (group) played when the results animation is tapped on resultsGag: played when the success animation has completed resultsPostGag: played after the gag, but before idle Transitions: screen_pos: The position in screen space of the portal, as seen in game uv_pos: The uv position of the texture applied to the portal (where the portal is looking) widet_pos: The position in screen space of the Widget_Animation on SN_ResultsPortal. This has a range of 0-1. 1 being the entire screen. screen_scale: The scale of the geometry in screen space, this equates to the radius uv_scale: The uv scale of the texture applied to the protal (how big the texture is) widet_scale: The scale of the animaiton contained in the widget on SN_ResultsPortal to_delay: The time to delay before performing the transition to_pos: The position of the gemometry in screen space, as see in the game. to_scale: The scale of the gemometry for the portal, as see in the game. to_uv_scale: The time it takes to transition from the last uv scale to the new one to_uv_pos: The time it takes to transition from the last uv position to the new one to_widget_scale:The time it takes to transition from the last widget scale to the new one to_widget_pos: The time it takes to transition from the last widget position to the new one minimum_to_wait:Minimum amount of time to wait before performing the transition, currently only used for payoff transition and has to deal with how long to wait before starting to scale up to payoff.
A note on configuring levels.
References
The Where's My Water? series
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iOS, Android | Where's My Water? • Where's My Perry? (Prototype) • Where's My Water? 2 • Where's My Mickey? • Where's My XiYangYang? |
Adobe Flash | Where's My Water |
Windows | Where's My Water? • Where's My Water? 2 • Where's My Mickey? |
- Pages missing developer references
- Games developed by Creature Feep
- Pages missing publisher references
- Games published by Disney Mobile
- IOS games
- Android games
- Windows games
- Pages missing date references
- Games released in 2013
- Games released in June
- Games released on June 19
- Games with uncompiled source code
- Games with hidden development-related text
- Stubs
- To do
- Where's My Water? series
- Mickey Mouse series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Stubs
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by developer > Games developed by Creature Feep
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Games > Games by publisher > Games published by The Walt Disney Company > Games published by Disney Mobile
Games > Games by release date > Games released in 2013
Games > Games by release date > Games released in June
Games > Games by release date > Games released in June > Games released on June 19
Games > Games by series > Mickey Mouse series
Games > Games by series > Where's My Water? series