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In 2.2, at render time, the game rendered screenshakes and flashes if their timers were above 0, and then decremented them afterwards. The game would also update the analogue filter right before rendering it, too. In 2.3, this was changed so the flash and screenshake timers were unified, and also done at the end of the frame - right before rendering happened. This resulted in 1-frame flashes and screenshakes not rendering at all. The other changes in this patchset don't fix this either. The analogue filter was also in the wrong order, but that is less of an issue than flashes and screenshakes. So, what I've done is made the flash and screenshake timers update right before the loop switches over to rendering, and only decrements them when we switch back to fixed functions (after rendering). The analogue filter is also updated right before rendering as well. This restores 1-frame flashes and screenshakes, as well as restores the correct order of analogue filter updates. |
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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).