User:Fancy2209/TFPA
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
The Fancy Pants Adventures |
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Developers: Over The Top Games,
BorneGames,
EA2D This game has unused areas. |
The Fancy Pants Adventures is a hand-drawn 2D Platformer for the PS3 and Xbox 360, developed by Over The Top Games and published by EA2D. It is the third game in The Fancy Pants Adventures series, and it also includes the first 2 games as unlockables.
Contents
Subpages
Unused Levels How many unused levels? Yes. |
Unused Graphics So. Many. IMAGES. |
Music
Text
TEXT_SIGN_MINITRIAL
This is a minitrial
According to the text name, this text was supposed to show up at the sign near the mini-trial in Squiggleville.
TEXT_CINEM_END_GAME
That was fun! Can we come back tomorrow and play pirate again?
According to the line name it was supposed to display at the Ending Cinematic after defeating the final boss, due to the context of this cinematic it can be assumed it's said by Cutie Pants.
Quests
Quest files complement the Quests found within a level, which tells the game things such as the name of the level, and what you need to do for a challenge.
RobArea2.gui
While this level is not in the files, it has a quest file in the Quest/
folder, which only points to the text for the name of the first level in World 1, "Level 1".
*TEXT "LEVEL_INIT_WORLD1_01"
GUI
drawingboard.gui
While it can't be loaded in-game, there's a unused .gui file called drawingboard.gui.
*SIZE_X 100.0 *SIZE_Y 150.0 *FADER 0.0 *CHILDREN { { *PRIORITY 1 *TYPE "BUTTON" *NAME "Clear" *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *SIZE_X 64.0 *SIZE_Y 64.0 *POS_X 0.0 *POS_Y -30.0 *DEFAULT { *TYPE "BITMAP" *BITMAP "Textures/GUI/Goma.tex" *PIVOT "CENTER" *PARENT_PIVOT "CENTER" } *SELECTED { *TYPE "BITMAP" *BITMAP "Textures/GUI/Goma.tex" *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *SCALE_X 1.1 *SCALE_Y 1.1 } *PRESSED { *TYPE "BITMAP" *BITMAP "Textures/GUI/Goma.tex" *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *SCALE_X 0.9 *SCALE_Y 0.9 } } { *PRIORITY 1 *TYPE "PROGRESS_BAR" *NAME "InkBar" *PARENT_PIVOT "CENTER" *SIZE_X 64.0 *SIZE_Y 16.0 *POS_X -32.0 *POS_Y 8.0 *BACKGROUND { *PRIORITY 1 *TYPE "BITMAP" *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *BITMAP "Textures/GUI/MarcoTinta.tex" *SIZE_X 64.0 *SIZE_Y 16.0 *COLOR_R 0.5 *COLOR_G 0.5 *COLOR_B 0.5 } *BAR { *PRIORITY 2 *TYPE "BITMAP" *PIVOT "CENTER_LEFT" *PARENT_PIVOT "CENTER_LEFT" *POS_X 2.0 *SIZE_X 60.0 *SIZE_Y 12.0 *COLOR_R 0.0 *COLOR_G 0.0 *COLOR_B 0.0 } } }
player.gui
While player.gui is used, it has a leftover comment from an early GUI.
//{ // *TYPE "BITMAP" // *NAME "Fancy" // *BITMAP "Textures/GUI/Fancy.tex" // *SIZE_X 47.0 // *SIZE_Y 39.0 //}
test.gui
This file seems to be for testing Lua scripts as a complement to the GUI in the game, however it is the only Lua script found in the files.
*NAME "WINDOW" *TYPE "BITMAP" *SIZE_X 400.0 *SIZE_Y 400.0 *ROT -30.0 *PIVOT "BOTTOM_RIGHT" *PARENT_PIVOT "BOTTOM_RIGHT" *CHILDREN { { *PRIORITY 2 *TYPE "BITMAP" *SIZE_X 100.0 *SIZE_Y 100.0 *COLOR_R 1.0 *COLOR_G 0.0 *COLOR_B 0.0 } { *TYPE "BITMAP" *PIVOT "TOP_RIGHT" *PARENT_PIVOT "TOP_RIGHT" *SIZE_X 100.0 *SIZE_Y 100.0 *COLOR_R 0.0 *COLOR_G 1.0 *COLOR_B 0.0 } { *PRIORITY 1 *TYPE "BITMAP" *PIVOT "BOTTOM_LEFT" *PARENT_PIVOT "BOTTOM_LEFT" *SIZE_X 100.0 *SIZE_Y 100.0 *COLOR_R 0.0 *COLOR_G 0.0 *COLOR_B 1.0 } { *TYPE "BITMAP" *PIVOT "BOTTOM_RIGHT" *PARENT_PIVOT "BOTTOM_RIGHT" *SIZE_X 100.0 *SIZE_Y 100.0 *COLOR_R 1.0 *COLOR_G 1.0 *COLOR_B 0.0 } { *NAME "LABEL_TEXT" *PRIORITY 3 *TYPE "LABEL" *PIVOT "TOP_LEFT" *PARENT_PIVOT "TOP_LEFT" *POS_X 50.0 *TEXT "Hola mundo!!!" *TRANSLATE 0 *COLOR_R 1.0 *COLOR_G 0.0 *COLOR_B 1.0 } { *PRIORITY 4 *TYPE "BUTTON" *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *SIZE_X 100.0 *SIZE_Y 100.0 *ROT 0.0 *ON_PULSED_SCRIPT "lua_test()" *ON_SELECTED_SCRIPT "SetText1()" *ON_UNSELECTED_SCRIPT "SetText2()" *DEFAULT { *TYPE "BITMAP" *SIZE_X 100.0 *SIZE_Y 100.0 *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *COLOR_R 0.0 *COLOR_G 1.0 *COLOR_B 0.0 *CHILDREN { { *TYPE "LABEL" *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *TEXT "Default" *TRANSLATE 0 *COLOR_R 1.0 *COLOR_G 0.0 *COLOR_B 1.0 } } } *SELECTED { *TYPE "BITMAP" *SIZE_X 100.0 *SIZE_Y 100.0 *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *COLOR_R 0.0 *COLOR_G 1.0 *COLOR_B 0.0 *CHILDREN { { *TYPE "LABEL" *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *TEXT "Selected" *TRANSLATE 0 *COLOR_R 1.0 *COLOR_G 0.0 *COLOR_B 1.0 } } } *PRESSED { *TYPE "BITMAP" *SIZE_X 100.0 *SIZE_Y 100.0 *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *COLOR_R 0.0 *COLOR_G 1.0 *COLOR_B 0.0 *CHILDREN { { *TYPE "LABEL" *PIVOT "CENTER" *PARENT_PIVOT "CENTER" *TEXT "Pressed" *TRANSLATE 0 *COLOR_R 1.0 *COLOR_G 0.0 *COLOR_B 1.0 } } } } }
The Lua file it uses, test.lua:
function lua_test() local test = GetTestClass() local testConst = GetTestClassConst() local derived = GetDerivedClass() local derivedConst = GetDerivedClassConst() derived:Test() derived:Test_const() --derivedConst:Test() derivedConst:Test_const() --test:Test() --test:Test_const() --testConst:Test() --testConst:Test_const() --test:Test1(1) --test:Test1_const(2) --testConst:Test1(3) testConst:Test1_const(24) test:Test_const() local v1 = GetTestPos() local v2 = v1 local z = v2.y testConst:Test1_const(v1.y) testConst:Test1_const(v2.y) Test0() a = Test1() local c = a + Test2(2, 3) local control = GetGUIManager():GetControl("WINDOW") if(control:GetFade() > 0.5) then control:FadeOff(1.0) else control:FadeIn(1.0) end return c end function SetText1() local control = GetGUIManager():GetControl("WINDOW"):GetControl("LABEL_TEXT") local label = CastToLabel(control) label:SetText("Texto 1", false) end function SetText2() local control = GetGUIManager():GetControl("WINDOW"):GetControl("LABEL_TEXT") local label = CastToLabel(control) label:SetText("Texto 2", false) end