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The Amazing World of Gumball: Class Spirits

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A flash game based on the season 2 episode "The Flower".

Unused Graphics#

An early version of the logo exists inside the files.

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

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

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>

References#


  1. http://www.yamago.net/en/project/gumball-class-spirits/ via Wayback Machine↩︎