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A few months ago, I added ghosts to the VVVVVV: Community Edition editor. I was told recently I should think about upstreaming it, and with Terry saying go ahead I finally ported them into VVVVVV. There's one slight difference however--you can choose whether you have them or not in the editor's settings menu. They're off by default, and this is saved to the save file. Anyway, when you're playtesting, the game saves the players position, color, room coordinates and sprite every 3 frames. The max is 100, where if it tries to add more, the oldest one gets removed. When you exit playtesting, the saved positions appear one at a time, and you can use the Z key to speed it up. [Here's a video of them in action.](https://o.lol-sa.me/4H21zCv.mp4) |
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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).