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If you stood in two activity zones at once, you'll automatically select the one that got created first. And when you activated it, the activity zone prompt would switch to fading out the prompt of the OTHER activity zone, the one you didn't activate. This wasn't a problem in 2.2 and previous, because the fading animation was simply bugged and defaulted to being solid black. However, in 2.3, the fading animation is fixed, so this is possible. Also, this really only happens in the main game. Since there's only one type of useful activity zone in custom levels - namely the terminal activity zone - if two activity zones did happen to overlap, activating one of them wouldn't result in visibly fading out a different activity zone (because they both look the same); furthermore custom level makers are careful to not overlap terminal activity zones, lest this result in player confusion; furthermore the placed activity zones only cover a small area, whereas in the main game, crewmates' activity zones are pretty big. (Technically, you CAN create main game activity zones in custom levels, but those are hardcoded to call main game scripts, and basically nobody uses them.) So what's the solution? Simply adding game.hascontrol and script.running checks to the updating of game.activity_last[prompt|r|g|b]. Why not add those checks to the assignment of game.activeactivity, just above? Because that would introduce a frame ordering issue (that would NOT be (automatically) fixed by #535) where the eligibility of pressing Enter on an activity zone now checks if you were standing in an activity zone LAST frame, and not THIS frame. (I tested this with libTAS.) Better to fiddle with the rendering code than fiddle with the actual physics code. The specific spot I used to test this was standing in Violet's activity zone and the activity zone of the ship radio terminals (the three terminals on the ground in her room); the ship radio terminals are first-placed, so if you're testing this (and you should!), make that the prompt is of the ship radio activity zone before activation. |
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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).