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The original Chinese font (which we call "the Indienova font") was received from the Chinese translators directly, and didn't come with any license or copyright information other than that it was made by Indienova. Questions have now been raised about the actual origin of the characters in the font, and while we do have confirmation from the translators that we're probably in the clear, they did suggest another font for us to use, which we're switching to to be sure. Some background information: the ideal font would probably be Ark Pixel (https://github.com/TakWolf/ark-pixel-font/), but this font is not finished yet. Therefore, the creators of Ark Pixel have made a font that can be used as a placeholder to use in the meantime, Fusion Pixel (https://github.com/TakWolf/fusion-pixel-font), which combines some other fonts together in order to get full coverage. This is the font we're now switching to. It's not _that_ simple though - the ASCII part of Fusion Pixel is kinda bad for us using it as a monospaced font. Normally I just replace the ASCII set by the fullwidth characters, but in this font they were almost entirely the same. So I instead picked the fullwidth characters from Galmuri 12px, which is one of the "fusioned" fonts. Interestingly, we happen to also use the 10px version of this as our Korean font, and I like these Latin letters, so yay. I also made the call to split the Chinese font into separate variants for Simplified and Traditional Chinese. I was aware of the problem with the Han Unification, but the Traditional Chinese translator said the Indienova font also contains all the Traditional Chinese characters, and they proofread the translation, so it was probably fine. Apparently the difference between Simplified and Traditional Chinese variants of the same characters are not that big, and it's acceptable. But Fusion Pixel gives us separate versions of the font for Simplified and Traditional Chinese, so this is a chance to get it right. Just kidding, Fusion Pixel's Traditional variant switches out many characters that were shared between Simplified and Traditional Chinese to Japanese variants which are noticeably different. So it would be better to keep using the SC font for TC, just like the Indienova font is SC only. However: Ark Pixel does have a version with correct characters for Traditional Chinese! So for the TC version of our font, I just took all Chinese characters from the TC version of Ark Pixel where available. That way, all characters I checked have changed to TC variants correctly. |
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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"
For more detailed information and troubleshooting, see the Compiling VVVVVV Guide on the Viki.
To generate everywhere else:
mkdir build
cd build
cmake ..
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.