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If spawned as a custom enemy (createentity entry 56), or spawned outside of the rooms they spawn in in the main game, they will repeatedly clone themselves every frame, which profusely leaks memory. In fact it quickly causes a crash in 2.2 and previous, but 2.3 fixes that crash, so it just keeps spawning enemies endlessly, which eventually lags the game, and eventually can out-of-memory your system (bad!). The problem is those movement types rely on entclass::setenemyroom() to change their `behave` to be 11 or 13. Else, the new entity created will still have `behave` 10 or 12, which will create ANOTHER entity in the same way, and so on, and so forth. So to fix this, just make it so if an enemy is still `behave` 10 or 12 by the end, then, just set it to -1. That way it'll stay still and won't cause any harm. I considered setting the `behave` to 11 or 13 respectively, but, that's probably going farther than just fixing a memory leak, and anyways, it's not that much useful for me as a custom level maker, and the entities spawned aren't really controllable. |
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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).