Files
VVVVVV/desktop_version
NyakoFox 5816e6f51a Add player colour as a level property
This PR adds a new XML property for the player's colour. It is 0 by
default, but you can change it to any colour ID. For example, making
the player use the trinket color is `<PlayerColour>3</PlayerColour>`.

This is mostly a quality-of-life addition, as the player's colour is
always 0 unless changed by scripts. A lot of levels which use different
player colours use an intro script which both changes the player's
colour and sets their respawn colour, which works great for finished,
completed levels, but makes playtesting a little more annoying as they
will spawn in as the wrong colour. Adding a level property for the
default player colour fixes this annoyance.

Additionally, this changes the behavior of `restoreplayercolour`. This
command used to set the player's colour to 0 (ignoring the respawn
colour, so when Viridian would die, they would revert to the respawn
colour). Now, it sets both Viridian's colour AND the respawn colour to
what was present in the level file. This way, you can temporarily
change the player colour using the script commands, and then use
`restoreplayercolour` to revert back to what the player colour
normally is.

The start point colour has also changed, to show the player colour
instead of always colour 0.

Like most changes like this, a way to change this in-editor does not
yet exist, but is planned for the future.
2025-04-12 16:43:50 -04:00
..
2024-01-18 00:10:20 -05:00
2025-04-12 16:43:50 -04:00
2021-01-11 00:30:15 -05:00
2022-08-21 16:07:51 -07:00
2021-09-03 15:57:16 -04:00
2021-08-28 11:21:49 -04:00
2024-01-22 00:18:20 -08:00

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.