![]() There's a problem in #1224 where it breaks spawning custom activity zones. After a bit of confusion after this was reported, I realized that I removed the fallback from `getcrewman` and changed the return value to `-1` if the entity isn't found, to avoid returning the wrong entity (entity 0, aka probably the player). Unfortunately, it seems like a ton of levels (including my older ones) rely on this behavior. Creating custom activity zones is a long process which uses a bunch of unintended behaviour, which includes targeting a crewmate with color 35. With the change I mentioned earlier, the `getcrewman` function would return `-1` instead, which was out of bounds of the entity array, so the game avoided spawning the activity zone at all. The prior behaviour of falling back to entity 0 (most likely the player) would spawn the activity zone around the player instead. Nowadays, I try to spawn a crewmate with color 35 anyways so I can control where the box spawns (instead of on the player always), however most people don't (and haven't) so reverting this change seems best for now. If we wanted to reintroduce the `-1` fallback in the future, things that call `getcrewman` would have to check for `-1` and use `0` instead, but that would require a lot more testing and studying where it's used, and I'd rather squash this bug quickly and worry about cleanliness later. |
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.. | ||
AppIcon.xcassets | ||
fonts | ||
lang | ||
src | ||
VVVVVV-android | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTORS.txt | ||
Dockerfile | ||
fixupMac.sh | ||
icon.ico | ||
icon.rc | ||
Info.plist | ||
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"
Then to compile the game, open the solution and click Build.
For more detailed information and troubleshooting, see the Compiling VVVVVV Guide on the Viki.
To generate everywhere else:
mkdir build
cd build
cmake ..
Then to compile the game, type make
.
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.