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So, I was staring at VVVVVV code one day, as I usually do, and I noticed that warp lines had this curious code in entityclass::updateentities() that set their statedelay to 2, and I thought, hm, maybe the pre-2.1 warp line bypass is caused by this statedelay. And, it doesn't seem like this is the primary code used to detect if the player collides with warp lines, the actual code is commented with "Rewritten system for mobile update" and bolted-on in gamelogic() instead of properly being in entityclass::entitycollisioncheck(). So, after getting tripped up on the misleading indentation of that "Rewritten system" block, I removed the rewritten system, re-added collision detection for rule 7 (horizontal warp lines), and after checking the resulting behavior, it appears to be nearly identical to that of warp lines in 2.0. You see, if you use warp lines to flip up from the top of the screen onto the bottom of the screen, close to the edge of the bottom of the screen, Viridian's head will display on the top of the screen in 2.0. In 2.1 and later, this doesn't happen, confirming that my theory is correct. I also performed warp line bypass multiple times in 2.0 and with my restored code, and it is pretty much the exact same behavior. So now, the pre-2.1 warp line bypass glitch has been re-enabled in glitchrunner mode. |
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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).