Description:
Discussions about interactive fiction.
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I7: Is there any way to use "undo" in a test command?
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I'm testing a slew of responses given specific conditions. The I7 compiler won't allow "undo" in a test command, and while the reason given is -er- reasonable, I'm wondering if there's something else I can do for debugging/testing rather than mess with my conditions in the source code?
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I7: Possible IDE for iPhone?
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Hey everyone. I received an iPhone several months ago and I was wondering if an iPhone port of the Inform 7 IDE would be possible. Apparently the programming environments are pretty simple, so porting the OS X version to iPhone OS shouldn't be too difficult. The only potential problems I could think of are the iPhone's processing... more »
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I7: Sub-locations in Rooms
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Hello, I'm relatively new to modern interactive fiction, and trying to actually poke at the creation process. One of the tricky things for me is the rather... ah, non-centralized nature of IF knowledge, so the biggest challenge I'm having is figuring out where past knowledge is stored and how to pull what I need out of it. So if my question is... more »
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I7: Accessing an I6 character array
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Hi, I want to prompt the player for his/her name before a game begins. I have the following fragment code in my I7 project: --- To read a line of text: (- ReadALine(); -) Include (- constant SIZE_PLAYER_NAME 253; array input->(SIZE_PLAYER_NAME + 3); [ ReadALine terminator; input->0 = SIZE_PLAYER_NAME;... more »
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I7 : Table Width Changes or Modified GUI Changes
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This sort of came up in another thread regarding Glulx color styles but I thought it might be interesting to hear thoughts on this here. I know one thing that was brought up was this idea of multiple-width sections or rows or something for the table. Apparently this is in the Mac version. I don't have a Mac so I don't know how well that works.... more »
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Glk Dungeon 3.2B, now with debugger
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One of the first Glk apps I wrote was a port of Dungeon (MIT Zork). A few days ago Paul Goyette contacted me with an improvement, a port of the GDT function -- the in-game debugger mode that the Implementors used to tweak the game state in mid-play. As a feeble concession to normal play, GDT mode is not compiled in by... more »
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