Where's My Mickey?
| Where's My Mickey? |
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Developer: Creature Feep
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| 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
Debug Menu Text
| To do: The game's executable also mentions many seemingly working functions. Check all iOS versions |
Reset Database. Unlock all levels. Triduck all levels. Unlock all collectibles. Complete all challenges and unlock bonus levels. Unlock all achievements. Unlock all evil objects. Show finger dot. Complete all bonus levels Show Debug Info Overlay
Text for a debug menu exists in the game executable for of v1.1.3 on iPad. It would probably be loaded on the said screen. Note that it mentions evil objects, which suggests the options were mostly ported from WMP's with little changes.
Sub-Page
| Development Info |
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.
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? |
Cleanup
Cleanup
Cleanup
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
Games > Games by platform > Android games
Games > Games by platform > IOS games
Games > Games by platform > Windows games
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
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