![]() Can’t really argue with the results.Ĭonsequently the source release on GitHub has two subfolders, one for the desktop version, based on C++, and one for the mobile version, based on Flash. So given the circumstances this might just have been the easiest way to do it. It uses something called Adobe AIR which allowed developers to use various Adobe technologies to create standalone releases (it may be what he used for the original releases on Windows and Mac) and iOS and Android were output targets. In 2014, however, the game was ported to iOS and Android, however for whatever reason it used the Flash source code version. This leads to a number of quirks in the code since a major refactoring was out of the scope, something he discusses on the blog post announcing the source release. I don’t know the exact arrangement but my guess is he hired a C++ developer to translate the game’s code to C++ and later a different developer handled updates and maintenance. It definitely became a liability when it came to game consoles. Writing the game in Flash, however, limited its ability to be released on other platforms – notably Linux, which I don’t think ever had support for standalone Flash executables. VVVVVV was successful, award-winning, and remained notable throughout the last ten years, both because of the fortunate timing of being released at the beginning the indie game renaissance triggered by the success of Minecraft and also because its Commodore 64-style graphics still stand out compared to many other pixel art efforts. Additionally, some of the puzzles are quite difficult, another feature in common with older 2D games. The tendency of 2D games on early computer platforms to be single-screen based and not side scrollers is used to strategic benefit here. The game is essentially a puzzler game with every screen being some sort of puzzle in this vein (though some areas have puzzles and ceilings spanning multiple screens). You control your character who has the ability to move left and right, but jumping causes them to flip upside down and then cling to the ceiling, where movement can commence but with the gravity physics reversed. The game was designed to resemble old games for the Commodore 64 with low resolution graphics and MIDI/SID music and sound. Cavanagh wrote it using Adobe Flash, I’m guessing because it’s what he was experienced in using at the time (Flash is also a bit more visual than your standard source code IDE so that may have been part of the appeal as well). ![]() VVVVVV, the game, was released in 2010 for Windows and the Mac. And the source code for it is on the repo he released. One of the things that makes this different is that not only has VVVVVV already been ported to iOS before, but it’s still there today, available for purchase, working just fine. Then on Friday, January 10, 2010, Terry Cavanagh released the source code to VVVVVV for its 10th anniversary and I just got this wild hair to try something and see how quickly I could do it, if I could. I’ve been working on some more iOS stuff and game ports since DOOM 3, including a “white whale” thing I just haven’t been able to do yet, along with a revamp of this site to more easily show off the stuff I’ve done over the years, but between that one project being difficult and a while bunch of Real Life™ stuff, I haven’t completed anything yet. VVVVVV (C++ version) for iOS and tvOS for Apple TV You may be thinking, “wait, VVVVVV is already on iOS”. I have ported the C++ version of VVVVVV to iOS and tvOS for Apple TV. VVVVVV for iOS and tvOS for Apple TV Schnapple | January 18, 2020
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