f4bdea7d6d
Some languages have different spellings of wordy numbers based on the gender of the things they're counting (uno crewmate versus una trinket) or what a number's role is in the sentence (e.g. twenta out of twentu). We've always had the idea we couldn't support such complex differences though, because the game can't be adapted to know what gender each object will have and what word classes might exist in other languages, so translators would in those cases just have to forgo the wordy numbers and just let the game use "20 out of 20". A solution we came up semi-recently though (after all translations were finished except for Arabic), was to allow the translator to define however many classes of wordy numbers they need, and fill them all out. This would not need the game to be *adapted* for every language's specific grammar and word genders/classes. Instead, the translator would just choose their correct self-defined class at the time they use `wordy` in the VFormat placeholder. Something like {n|wordy|class=feminine}, or {n|wordy_feminine}. So this would benefit several languages, but we came up with the solution a little late for all languages to benefit from it. The Arabic translators asked for two separate classes of wordy numbers though, so my plan is to first just have a second list of wordy numbers (translation2 in numbers.xml), which can be accessed by passing the `wordy2` flag to VFormat, instead of `wordy`. Once 2.4 is released, we can take our time to do it properly. This would involve the ability for translators to define however many classes they need, to name them what they want, and this name would then be useable in VFormat placeholders. We can convert all existing translations to have one class defined by default, such as "wordy", or "translation" depending on implementation, but there's not so much concern for maintaining backwards compatibility here, so we can do a mass-switchover for all language files. That said, it wouldn't be too hard to add a special case for "translation" being "wordy" either. We can then ask translators if they would like to change anything with the new system in place. For now, we can use this system for Arabic, maybe Spanish since there were complaints about uno/una, and *maybe* Dutch (it has a thing where the number "one" is often capitalized differently, but it's not mandatory per se) |
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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.