If you fiddle around you can certainly write your game in vim and submit
it to ni by hand.
In 2001, BeOS had a text-only Glulx interpreter, and I imagine that that
would actually be very easy to do simply by linking Glulxe against a
curses Glk implementation. I tested SMTUC in text mode, in fact, to
make sure that the graphics contained nothing essential to gameplay.
That depends. I use console Frotz for Z-code games. My desktop isn't
complete whitout a terminal window anyway.
> I suppose I'll still be using these types of programs as the textual world
> comes crashing round me, and be screaming at the top of my voice about
> how text is the better way, etc.
Let's hope that doesn't happen. After all, you don't have a choice,
I do appreciate the fact that interactive fiction is inherently
to blind people. On the other hand, I see no harm in having a minority
of games depend on graphics. Except, of course, you are denied the
pleasure of playing those few. Is it such a bad compromise?
To put it another way, I see a strong similarity between IF and the
Both are non-linear and can (easily) be made to degrade gracefully.
Well, the keyword here is "degrade": an accessible website doesn't
have to be text only; it just has to make the graphics non-essential.
But sometimes that's just not possible. Where do you draw the line?
Is there any IF development system that deals with images the way HTML
does, giving (or substituting them by) textual descriptions? That would
All The Best.
José Manuel García-Patos
On Jan 24, 7:06 am, José Manuel García-Patos <j...@cervantes.es>
> Is there any IF development system that deals with images the way HTML
> does, giving (or substituting them by) textual descriptions? That would
> be neat.
You mean, like HTML TADS? :D
Why, ASCII art, is obviously art, so it's not accessible. But you seem
imply that even a game with just words may not be accessible. Could
you be more specific?
I think he refering to some games that rely on ASCII for maps, arthur
was a case like that, but as I understand it there are commands one can
enter to disable them.
also, on this subject of access, I note that i've not yet found a decent
accessibly glulx terp yet that is usable. This is rather a shame as I
never did get to play Emily's IF winner, and knowing how mad she is with
I7 it would have been good fun to see what she did with the system.
All the best
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I don't know. I've never used HTML TADS. Does it do that? I asked
because I was curious.
You mean it had a form of automapping with ASCII graphics? Or a
static map like in Christminster? The former would not be accessible,
but the latter could simply be skipped, I guess.
> also, on this subject of access, I note that i've not yet found a decent
> accessibly glulx terp yet that is usable.
That's a shame, indeed. But I thought text-based Glulx interpreters
A bit surprised,
Well, the manual doesn't say anything about the
ALT attribute. At the worst, a text-based TADS
interpreter should simply ignore the images and
leave you with a plain text game.
"Rather a shame" is an understatement. You should shout out from the
rooftops about this.
What OS did you use, and which interpreters did you try? Why were they
I know Spatterlight doesn't work with Apple's Speak Text thingy and I
had been meaning to mention this to its author.
Actually, one of them does:
As with Web pages, the key phrase for HTML TADS is "graceful
I use Win XP pro and I admite to only using the gargoyle interpreters.
If anyone knows of another one that might work, let me know. Mind you,
non of the interpreters spoke all that well in it, possibly because if
shells out to the commanline files.
Which is wonderful. Now it would be interesting to know
what is the state of other IF platforms, such as Adrift, Hugo
or ALAN. Glulx, for example, allows games to test whether
graphics are available or not, but this feature is far from
automated. What about other platforms?
On Jan 24, 4:27 am, a...@fsf.net (Adam Thornton) wrote:
> I tested SMTUC in text mode, in fact, to
> make sure that the graphics contained nothing essential to gameplay.
I've played SMTUC only in text mode.
I'm relieved to note that I haven't missed anything essential....
There are those who feel that people who played the last bit in a
text-only interpreter, in fact, were *very very* lucky.