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I would, of course, recommend translators to translate the roomnames while playing the full game (optionally in invincibility) so they can immediately get all the context and maybe the most inspiration. And if you want to go back into a specific level, then there's always the time trials and intermission replays which will give you full coverage of all the room names. However, the time trials weren't really made for room name translation. They have some annoying features like the instant restart when you press ENTER at the wrong time, they remove context clues like teleporters and companions, but the worst problem is that the last room in a level is often completely untranslatable inside the time trials because you immediately get sent to the results screen... So, I added a new menu in the translator options, "explore game", which gives you access to all the time trials and the two intermissions, from the same menu. All these time trials (which they're still based off of, under the hood) are stripped of the annoying features that come with time trials. These are the changes I made to time trial behavior in translator exploring mode: - No 3-2-1-Go! countdown - No on-screen time/death/shiny/par - ENTER doesn't restart, and the map menu works. The entire map is also revealed. - Prize for the Reckless is in its normal form - The teleporters in Entanglement Generator, Wheeler's Wormhole and Level Complete are restored as context for room names (actually, we should probably restore them in time trials anyway? Their "press to teleport" prompt is already blocked out in time trials and they do nothing other than being a checkpoint. I guess the reason they were removed was to stop people from opening the teleporter menu when that was not specifically blocked out in time trials yet.) - The companions are there at the end of levels, and behave like in no death mode (become happy and follow you to the teleporter). Also for context. - At the end of each level, you're not suddenly sent to the menu, but you can use the teleporter at your leisure just like in the intermission replays. In the Final Level, you do get sent to the menu automatically, but after a longer delay. I made another mark on VVVVVV: don't be startled, I added gamestates. I wanted all teleporters at the end of levels to behave like the ones at the end of the intermission replays, and all handling for teleporting with specific companions is already done in gamestates, so rather than adding conditional blocks across 5 or so different gamestates, it made more sense to make a single gamestate for "teleporting in translator exploring mode" (3090). I also added an alternative to having to use gamestate 3500 or 82 for the end of the final level: 3091-3092. One other thing I want to add to the "explore game" menu: a per-level count of how many room names are left to translate. That shouldn't be too difficult, and I'm planning that for the next commit. |
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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).