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Fix Markdown formatting for current version of pandoc.
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divVerent committed Jan 6, 2023
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8 changes: 4 additions & 4 deletions CONTRIBUTING.md
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Expand Up @@ -13,7 +13,7 @@ information on using pull requests.
## Translating

Go to <https://www.transifex.com/aaaaxy/aaaaxy> to translate AAAAXY to
your language\! You can always copy the translation files from Transifex
your language! You can always copy the translation files from Transifex
to `assets/locales/<language>/` to try them out locally.

Some automated verification of translation files is done at startup to
Expand Down Expand Up @@ -43,9 +43,9 @@ This can be achieved using [Go's reordering
syntax](https://pkg.go.dev/fmt#hdr-Explicit_argument_indexes). In
particular, the following things can be done:

- `%s walks towards %s`
- `%[1]s walks towards %[2]s` - same but with explicit indexes
- `%[2]s is where %[1]s walks towards` - reordered
- `%s walks towards %s`
- `%[1]s walks towards %[2]s` - same but with explicit indexes
- `%[2]s is where %[1]s walks towards` - reordered

## Community Guidelines

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28 changes: 14 additions & 14 deletions README.md
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Expand Up @@ -5,7 +5,7 @@ spaces.

Although your general goal is reaching the surprising end of the game,
you are encouraged to set your own goals while playing. Exploration will
be rewarded, and secrets await you\!
be rewarded, and secrets await you!

So jump and run around, and enjoy losing your sense of orientation in
this World of Wicked Weirdness. Find out what Van Vlijmen will make you
Expand Down Expand Up @@ -48,10 +48,10 @@ website](https://divverent.github.io/aaaaxy/).

This game is based on the following libraries:

- [Ebitengine](https://github.com/hajimehoshi/ebiten) for low level
- [Ebitengine](https://github.com/hajimehoshi/ebiten) for low level
graphics and input
- [Oto](https://github.com/hajimehoshi/oto) for sound.
- [tmx](https://github.com/fardog/tmx) for parsing
- [Oto](https://github.com/hajimehoshi/oto) for sound.
- [tmx](https://github.com/fardog/tmx) for parsing
[Tiled](https://www.mapeditor.org/) tile maps.

## Compiling
Expand Down Expand Up @@ -151,29 +151,29 @@ geometry may need to be rendered to the screen at the same time.

There are however two approaches to solve this:

- Design levels so that conflicting geometry is never on screen.
- In other words, when transparently teleporting in order to move
- Design levels so that conflicting geometry is never on screen.
- In other words, when transparently teleporting in order to move
the player past a portal, a screen-sized environment of the
source position must always match a screen-sized environment of
the destination position.
- This approach is simple and very immersive and has already been
- This approach is simple and very immersive and has already been
used in the original Super Mario Bros. game on the NES.
- It however is not very flexible as any impossible geometry has
- It however is not very flexible as any impossible geometry has
to be rather large and behave fully Euclidean on every
screen-sized environment around positions the player can visit.
- Hide anything that has no line of sight to the player.
- This actually matches the approach used in first person 3D games
- With this approach, the game needs to be consistent with
- Hide anything that has no line of sight to the player.
- This actually matches the approach used in first person 3D games
- With this approach, the game needs to be consistent with
Euclidean geometry only in small environments around each
object.
- In this implementation, the consistency requirement is that
- In this implementation, the consistency requirement is that
an 1-tile environment around every portal must match, and
that the same "screen tile" cannot be reached by a 1-tile
environment around a line of sight through two different
sets of portals at the same time.
- As this game demonstrates, this can yield rather interesting
- As this game demonstrates, this can yield rather interesting
while still obvious non-Euclidean topologic properties.
- This is the approach has been explored in this game as well -
- This is the approach has been explored in this game as well -
but very likely for the first time in a two dimensional game.

## License
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66 changes: 33 additions & 33 deletions RELEASING.md
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Expand Up @@ -2,24 +2,24 @@

AAAAXY releases are published in the following places:

- [GitHub Releases](https://github.com/divVerent/aaaaxy/releases)
- [Analytics](https://github.com/divVerent/aaaaxy/graphs/traffic)
- AppImage
- Primary copy on GitHub Releases; seems mirrored in lots of
- [GitHub Releases](https://github.com/divVerent/aaaaxy/releases)
- [Analytics](https://github.com/divVerent/aaaaxy/graphs/traffic)
- AppImage
- Primary copy on GitHub Releases; seems mirrored in lots of
places.
- [Snap](https://snapcraft.io/aaaaxy)
- [Analytics](https://snapcraft.io/aaaaxy/metrics)
- [Flathub](https://flathub.org/apps/details/io.github.divverent.aaaaxy)
- [Analytics](https://klausenbusk.github.io/flathub-stats/#ref=io.github.divverent.aaaaxy&interval=infinity&downloadType=installs%2Bupdates)
- To see active users per release, run `sh
scripts/flathub-stats.sh`.
- [Itch](https://divverent.itch.io/aaaaxy)
- [Analytics](https://itch.io/game/summary/1199736)
- [Snap](https://snapcraft.io/aaaaxy)
- [Analytics](https://snapcraft.io/aaaaxy/metrics)
- [Flathub](https://flathub.org/apps/details/io.github.divverent.aaaaxy)
- [Analytics](https://klausenbusk.github.io/flathub-stats/#ref=io.github.divverent.aaaaxy&interval=infinity&downloadType=installs%2Bupdates)
- To see active users per release, run
`sh scripts/flathub-stats.sh`.
- [Itch](https://divverent.itch.io/aaaaxy)
- [Analytics](https://itch.io/game/summary/1199736)

# Binaries

The official binary release is built using `sh
scripts/binary-release.sh`. This will also print instructions about
The official binary release is built using
`sh scripts/binary-release.sh`. This will also print instructions about
releasing to AppImage, Snap, Flathub and Itch.

# Versioning
Expand All @@ -29,35 +29,35 @@ speedrunning leaderboards.

Thus, the version components are incremented as follows:

- Level version must be incremented on changes that break most save
- Level version must be incremented on changes that break most save
games in ways that are not easy to "repair".
- In particular removing or renaming checkpoint internal names
- In particular removing or renaming checkpoint internal names
causes this; the game will not start if the current checkpoint
is not on the map.
- However, changing a checkpoint's "text" property is OK and does
- However, changing a checkpoint's "text" property is OK and does
not require a level version bump.
- Generally such changes are strongly discouraged.
- This also requires bumping the major version. Set the level
- Generally such changes are strongly discouraged.
- This also requires bumping the major version. Set the level
version to the new major version then.
- Major version must be incremented on changes that likely break
- Major version must be incremented on changes that likely break
existing speedruns.
- In particular, slowing down a section required for any speedrun
- In particular, slowing down a section required for any speedrun
categories, including 100%, requires a major version bump.
- Exception: when some major cheese (grossly unintended skip) is
- Exception: when some major cheese (grossly unintended skip) is
fixed, a minor version bump is sufficient.
- Exception: slowing down "All Secrets" speedruns only requires a
- Exception: slowing down "All Secrets" speedruns only requires a
minor version bump.
- Minor version must be incremented on changes that likely add faster
- Minor version must be incremented on changes that likely add faster
speedruns.
- In particular, simplifying a section or making it optional
- In particular, simplifying a section or making it optional
requires a minor version bump.
- Incrementing is also permissible for other "interesting"
- Incrementing is also permissible for other "interesting"
changes.
- Patch level must be incremented in any other case.
- We use `*-alpha.*` pre-release sub-versions whenever major or minor
- Patch level must be incremented in any other case.
- We use `*-alpha.*` pre-release sub-versions whenever major or minor
have been bumped; this only gets turned into a real new
`<major>.<minor>.0` version when actually releasing.
- When patch level is bumped, switching to a pre-release version
- When patch level is bumped, switching to a pre-release version
is not necessary.

Note that I say &ldquo;likely&rdquo;; if a section is not required for
Expand All @@ -79,9 +79,9 @@ needs not be released as a binary.
The Windows scheme differs a little from semantic versioning by using a
`major.minor.revision.buildnumber` scheme. We convert as follows:

- `major` maps to `major`.
- `minor` maps to `minor`.
- `patch` maps to `revision+N` where N is `0` for alpha, `10000` for
- `major` maps to `major`.
- `minor` maps to `minor`.
- `patch` maps to `revision+N` where N is `0` for alpha, `10000` for
beta, `20000` for rc and `30000` for finished versions.
- `buildnumber` is always the total number of commits in the
- `buildnumber` is always the total number of commits in the
repository.
6 changes: 3 additions & 3 deletions third_party/SDL_GameControllerDB/COPYRIGHT.md
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@@ -1,6 +1,6 @@
Copyright information:

- Origin: <https://github.com/gabomdq/SDL_GameControllerDB>
- Author: gabomdq and the SDL community
- License: zlib
- Origin: <https://github.com/gabomdq/SDL_GameControllerDB>
- Author: gabomdq and the SDL community
- License: zlib
(<https://github.com/gabomdq/SDL_GameControllerDB/blob/master/LICENSE>)

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