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In the main game, if you press R during the trinket collection prompt after collecting a trinket, AND you have never entered Comms Relay, and you respawn in a different room, the trinket collection gamestate will be interrupted, but you will still be left with the advance text prompt, cutscene bars, and muted music. The previous workaround to fix the music would be to mute and then unmute the game, but due to the new music changes, this workaround (which in and of itself is a bug) no longer works. Instead, the music would have to be restarted by going into another zone on the map. Having an advance text prompt outside of a cutscene results in the player being unable to flip, but they can still move around left and right. Speedrunners previously used the no-Comms-Relay interrupting behavior to skip certain trinket collection prompts entirely with a frame-perfect R press, so I can't patch that out. Having an advance text prompt outside of a cutscene is (ab)used in custom levels to intentionally prevent the player from flipping, and furthermore, it's also used in credits warp runs of the main game to increment the gamestate; so I cannot patch that out. The ability to press R everywhere even during cutscenes was added for good reason - to make it less likely that a softlock can happen - so I don't want to revert it. But I still think this is worth fixing because previously, the punishment for missing the frame-perfect window late was simply not skipping the trinket prompt (since the R-press would be ignored), but now the punishment is basically having to reset because of the advance text prompt. I would usually handle this in gamestate 0, but awful custom levels might want to intentionally interrupt the gamestate to do, I don't know, something. No level does that so far, but I'd like to do the least invasive thing. So what I've done is made it so the effects of interruption are undone if you press R and the gamestate is interrupted. This is handled in mapclass::resetplayer(). |
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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).