If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

The Amazing World of Gumball: Class Spirits

From The Cutting Room Floor
Jump to navigation Jump to search

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.


Cactus 2.0!
This article has just been started and needs the article basics added.
Help us out and add them.

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>