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Gravity Falls: Mystery Shack Mystery

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Title Screen

Gravity Falls: Mystery Shack Mystery

Developer: Floor 84 Games
Publisher: Disney Games
Platform: Adobe Flash
Released in US: December 20, 2012


DevTextIcon.png This game has hidden development-related text.
DebugIcon.png This game has debugging material.


After your Pines' twin writes a postcard ready to be sent to your family, they realized Grunkle Stan accidentally locked all the doors of the Mystery Shack! It's up to you to point and click your way to their freedom!

Developer Comments

<!--
ITM Item Names 
TLTP Tooltip
HNT Hint 
INFO Item Info
-->

Labels on shortened names.

Debugging Material

Commented Code

In the level_*.xml file for the character, there are commented copies of buttons and object triggers.

Hmmm...
To do:
Research this one more.
<!--Apple Crate-->
		<!--
		<interactiveItem 
			name="appleCrateUnmount" 
			type="stateSetter" 
			stateToSet="default"
			isActive="0"
			tooltipText="TLTP_HOP_OFF_APPLE_CRATE"
			setCurrentHintOnSuccessfulUse ="HNT_CLICK_DRESSER"
			noApproachRequired="1"
			availableFromState="onCrate"
			playerSuccessfulUseAnimation="dismountCrate"
			itemToActivateOnSuccessfulUse="appleCrateMount"
			deactivateItemOnSuccessfulUse="1"
			playSoundOnSuccessfulUse="CRATE_JUMP_1"/>	
			
		<interactiveItem 
			name="appleCrateMount" 
			type="stateSetter" 
			stateToSet="onCrate"
			stateExitItem="appleCrateUnmount"
			isActive="1"
			tooltipText="TLTP_HOP_ON_APPLE_CRATE"
			setCurrentHintOnSuccessfulUse ="HNT_DRAG_BATTERIES"
			noApproachRequired="0"
			availableFromState="default"
			playerSuccessfulUseAnimation="mountCrate"
			itemToActivateOnSuccessfulUse="appleCrateUnmount"
			deactivateItemOnSuccessfulUse="1"
			playSoundOnSuccessfulUse="CRATE_LAND_1"/>		
		-->

Unknown apple crate trigger.

Hmmm...
To do:
More about the other item.
<!--DEBUG INSTANT OPEN HATCH-->
<!--
<interactiveItem 
	name="escapeHatch" 
	properName="ITM_TRAPDOOR"
	type="button" 
	isActive="1"
	setCurrentHintOnSuccessfulUse ="HNT_PULL_ROPE"
	itemToSwapWithOnSuccessfulUse="escapeHatchOpen"
	successfulUseAnimation="escapeHatchOpen">				
	</interactiveItem>
-->
<!--
		<interactiveItem 
			name="escapeHatchOpen" 
			properName="ITM_TRAPDOOR"
			type="door" 
			isActive="1"
			setCurrentHintOnSuccessfulUse ="HNT_PULL_ROPE"
			gotoBackground="LivingRoom" 
			setCheckpointOnSuccessfulUse="1"
			direction="left"
			tag="escapeHatch"
			hintToSolve="HNT_EXIT_THROUGH_TRAP_DOOR"
			playSoundOnSuccessfulUse="SFX_STAIRS_UP_1"
			playSoundOnSuccessfulUse="HATCH_OPEN_1">			
		</interactiveItem>	
		-->

Trapdoor hatch debug button. Uncomment it to be able to click the trapdoor in the bedroom early.

<!--DEBUG INSTANT OPEN LOCKED DOOR-->
<!--		
<interactiveItem 
	name="door" 
	properName="ITM_LOCKED_DOOR"
	type="door" 
	isActive="1"
	gotoBackground="GiftShop2" 			
	displayText="TXT_DOOR_NEEDS_KEY"
	displayBubbleOffset="-75,-125"
	setCurrentHintOnSuccessfulUse ="HNT_GIVE_MACHINE_COINS"
	tag="lockedDoor"
	hintToSolve="HNT_USE_KEY"/>						
-->

Unlock Gift Shop door debug button, comment the above item and uncomment this item to use.

DEBUG_DISABLED_availableFromState="onBarrel"
Hmmm...
To do:
Uncommenting the barrel code does not have a noticeable impact in game despite it sounds like it would, research this more.

While used, the Jar of Eyeballs interestingly has DEBUG_DISABLED_ appended overtop the target state parameter name instead of commenting it out, while being set to onBarrel, which suggests clicking the barrel would trigger it, which has also been commented out.

<!--BARREL-->
<!--
<interactiveItem 
	name="barrelMount" 
	type="stateSetter" 
	stateToSet="onBarrel"
	isActive="1"
	noApproachRequired="0"
	availableFromState="default"
	tooltipText="TLTP_MOUNT_BARREL"
	playerSuccessfulUseAnimation="mountCrate"
	setCurrentHintOnSuccessfulUse="HNT_USE_CORKSCREW_ON_EYEBALL_JAR">	
	<requiredFlag value="hasCorkScrew" />	
</interactiveItem>
	
<interactiveItem 
	name="barrelDismount" 
	type="stateSetter" 
	stateToSet="default"
	isActive="0"
	setCurrentHintOnSuccessfulUse =""
	noApproachRequired="1"
	tooltipText="TLTP_DISMOUNT_BARREL"
	availableFromState="onBarrel"			
	playerSuccessfulUseAnimation="dismountCrate"/>
-->

Debug Options

Setting debug to true in game_config.xml allows the number pad to use debug keys in the session. The panel looks roughly identical to the Flash version of Where's My Water.

7: Wins the game.
8: Seems to unlock all levels (but doesn't work?)
9: Loses the level (which is interesting since that's not used)
*: Shows the debug options panel
.: Clears save data and immediately returns to the title
/: Displays the FPS (not displayed in the debug options window)