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There's always been a bit of an inconsistency in the game where enabling invincibility would make spikes so solid that enemies and moving platforms would treat spikes as solid and bounces off of them. This fixes that by adding an `invincible` parameter to collision functions, so the functions will only treat spikes as solid if that parameter is true, and the parameter passed will only be true if it's called for an entity that is a humanoid and invincibility mode is enabled. Also, for clarity, `spikecollide` is renamed to `towerspikecollide` because it's only used for tower spikes. And as a small optimization, `checktowerspikes` returns early if invincibility mode is enabled. |
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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).