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If you've never set a language before (<lang_set> is not 1), then the language screen will show up before the title screen. Selecting the language will then make the title screen show up. If no language files are present, the old logic for handling this was to simply show the language screen at startup anyway, and let it display the error message that language files are missing, as a warning that the game is not packaged correctly. However, this logic has two flaws: - If the user has ever had language files and set a language before (in a VVVVVV on that computer), the warning element is gone because the language screen is not shown in that case - the game is simply in English - If the user has never set a language before, and then goes to the language screen later via the menu, they will be sent to the title screen, even if they were in-game. The main menu will also be broken. The new way is to not show the language screen at startup if language files are missing, and to change the logic so that you will only be sent to the title screen if you actually haven't seen the title screen yet. I will also add a proper warning that fonts or language files are missing by adding a message in the bottom left corner (in place of the MMMMMM installed message). |
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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).