Gravity Falls: Mystery Shack Mystery
| Gravity Falls: Mystery Shack Mystery |
|---|
|
Developer: Floor 84 Games
|
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.
| 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.
| 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"
| 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)
Cleanup
Cleanup
Cleanup
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by developer > Games developed by Floor 84 Games
Games > Games by platform > Adobe Flash games
Games > Games by publisher > Games published by The Walt Disney Company > Games published by Disney.com > Games published by Disney Games
Games > Games by release date > Games released in 2012
Games > Games by release date > Games released in December
Games > Games by release date > Games released in December > Games released on December 20
Games > Games by series > Gravity Falls series
Hidden categories > Pages missing date references
Hidden categories > Pages missing developer references
Hidden categories > Pages missing publisher references