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b9202dee8b
This is because the fade delay did not last long enough. I was under the mistaken impression that the fade animation lasts for 15 frames. However, this does not account for the fact that the offset of each fade bar is dependent on RNG, and the worst case scenario is that they have an offset of 96 pixels (in the opposite direction of the fade). The actual fade animation timer accounts for the worst case scenario, so the fade animation actually lasts for (320 pixels plus 96 pixels is 416 pixels, 416 pixels divided by 24 pixels per frame equals 17.333... frames, but since the actual timer keeps adding/subtracting 24 pixels per frame until it passes the 416-pixel threshold, that gets rounded up to...) 18 frames. And an extra frame to make it so deltaframe interpolation doesn't suddenly stop on the last deltaframes before the screen is completely black. I also need to draw the screen black on the map screen when glitchrunner mode is off, if there's a fadeout going on. Else that would introduce yet another frame flicker. |
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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).