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11302b600a
There's a small inconsistency where the first time you load in to the game, game.lifeseq is at 0, but when you exit to the menu and load in again, game.lifeseq becomes 10. This is visible as Viridian blinking when loading in only after the first time you load in, and this also means that after the first time you load in, you also have to wait 5 frames before being able to move Viridian. The reason for this inconsistency is because on the first time you load in to the game, there are no entities loaded in obj.entities yet, so the game creates a player entity, and doesn't mess with game.lifeseq. When you exit and then load in for the second time, obj.entities contains at least one entity (all the entities from the room you just exited out of - map.gotoroom() hasn't even been called yet, so it doesn't even check for only the player entity), so the game calls map.resetplayer() instead, and map.resetplayer() sets game.lifeseq to 10. There's even an inconsistency to this inconsistency - when you die in No Death Mode, all entities will be removed from obj.entities, so the next time you load in to the game, game.lifeseq will be 0. This inconsistency is pretty minor in the grand scheme of things, but it still bothers me, so I'm going to fix it. |
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README.md |
This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!
License
VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.
In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!
Authors
- Created by Terry Cavanagh
- Room Names by Bennett Foddy
- Music by Magnus Pålsson
- Metal Soundtrack by FamilyJules
- 2.0 Update (C++ Port) by Simon Roth
- 2.2 Update (SDL2/PhysicsFS/Steamworks port) by Ethan Lee
- Beta Testing by Sam Kaplan and Pauli Kohberger
- Ending Picture by Pauli Kohberger
Versions
There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).