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2.3 already made it so that if you ran the `rollcredits` command during in-editor playtesting, you wouldn't be returned to the title screen while losing unsaved level changes. But there are plenty of other ways to go back to the title screen from in-editor playtesting too. Namely, gamestate 1015 (the gamestate after completing a level) and 82 (time trial complete). So just add the appropriate checks to those gamestates, and add a catch-all check in Game::quittomenu(). Additionally, Game::updatecustomlevelstats() should not update custom level stats during in-editor playtesting (otherwise it would still happen even if the game didn't bring you back to the title screen). Editor notes will also be shown if the game prevents you from going to the title screen. Also, just to make things clear, I also added a level note for when the level is completed during in-editor playtesting. This is just to make it clear in cases where it might not be obvious that the game returned you to the editor for this reason. E.g. you have a terminal that calls gamestate(1013) in a level with 0 custom crewmates, but when you activate it, it looks like the terminal didn't work for some reason and just brought you back to the editor. But that's just only because you literally just completed the level. |
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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).