8b03fbd9f4
This allows switching languages while a text box is on screen by saving the necessary state for a text box to be retranslated when the language is switched. This saves the state of the position and direction of the crewmate that the text box position is based off of (if applicable), and the text case of the text box, the script name of the script, and the original (English) lines of the text box. I did not explicitly label the original lines as English lines except in a main game context, because technically, custom levels could have original lines in a different language. Unfortunately, this doesn't work for every text box in the game. Notably, the Level Complete, Game Complete, number of crewmates remaining, trinket collection, Intermission 1 guides, etc. text boxes are special and require further fixes, but that will be coming in later commits. |
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.. | ||
fonts | ||
lang | ||
src | ||
VVVVVV-android | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
fixupMac.sh | ||
icon.ico | ||
icon.rc | ||
README.md | ||
TRANSLATORS.txt | ||
version.cmake |
How to Build
VVVVVV's official desktop versions are built with the following environments:
- Windows: Visual Studio 2010
- macOS: Xcode CLT, currently targeting 10.9 SDK
- GNU/Linux: CentOS 7
The engine depends solely on SDL2 2.24.0+. All other dependencies are statically linked into the engine. The development libraries for Windows can be downloaded from SDL's website, Linux developers can find the dev libraries from their respective repositories, and macOS developers should compile and install from source. (If you're on Ubuntu and your Ubuntu is too old to have this SDL version, then see here for workarounds.)
Since VVVVVV 2.4, git submodules are used for the
third party libraries.
After cloning, run git submodule update --init
to set all of these up.
You can also use this command whenever the submodules need to be updated.
Steamworks support is included and the DLL is loaded dynamically, you do not need the SDK headers and there is no special Steam or non-Steam version. The current implementation has been tested with Steamworks SDK v1.46.
To build the Make and Play edition of the game, uncomment #define MAKEANDPLAY
in MakeAndPlay.h
.
To generate the projects on Windows:
# Put your SDL2 folders somewhere nice!
mkdir build
cd build
cmake -A Win32 -G "Visual Studio 10 2010" .. -DSDL2_INCLUDE_DIRS="C:\SDL2-2.24.0\include" -DSDL2_LIBRARIES="C:\SDL2-2.24.0\lib\x86\SDL2;C:\SDL2-2.24.0\lib\x86\SDL2main"
Then to compile the game, open the solution and click Build.
For more detailed information and troubleshooting, see the Compiling VVVVVV Guide on the Viki.
To generate everywhere else:
mkdir build
cd build
cmake ..
Then to compile the game, type make
.
Including data.zip
You'll need the data.zip file from VVVVVV to actually run the game! You can grab it from your copy of the game, or you can just download it for free from the Make and Play page. Put this file next to your executable and the game should run.
This is intended for personal use only - our license doesn't allow you to actually distribute this data.zip file with your own forks without getting permission from us first. See LICENSE.md for more details.