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5eab074e4d
My previous custom level forwards compatibility would only work if you saved to the same filename as you read from. But what if you saved to a new filename? Well, your extra XML is lost. Not to worry, I've introduced a variable that remembers the filepath of the currently-loaded level (the existing `filename` attribute is kind of weird and not really suited for this purpose, so). I tried to make it a simple `const char*`, but it turns out that's bad when you take the `c_str()` of an `std::string` that then gets destroyed, so it's best to use `std::string` in an `std::string` world. So now when you save a level, it'll attempt to open the original file, and if that doesn't exist then your extra XML gets lost anyway, but I shouldn't be expected to keep your XML if you delete the original file. |
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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).