Closed GoogleCodeExporter closed 8 years ago
I've attached the game file in ZBlorb and Gblorb formats. You will notice that
highlighted (blue) text does not turn off in the Glulxe interpreter. Let me
know if you need the source code.
Thanks
-Zack
www.z-machine-matter.com
Original comment by ZUrloc...@hotmail.com
on 20 Dec 2010 at 5:39
Attachments:
Howdy, I've been continuing to work on my game and would love to get an alpha
release out there that works with the iPad. Any ETA for this font issue bug?
I also occasionally have problems just loading the Glulxe game.
Thanks again, I know you have a lot to work on and this may not be the highest
priority.
--Zack
www.z-machine-matter.com
Original comment by ZUrloc...@hotmail.com
on 5 Feb 2011 at 5:01
I finally found some time to look into this and it looks like the text color
problem is because you are setting a custom text color style hint to use blue
text, but not setting a text color hint for normal style text.
The style code in Frotz was not reverting to normal text colors because a
normal text color hint had not been set. Instead of ignoring the request, it
should revert to the user's default colors. I will fix this.
However, you should note that it's bad practice to set some custom colors
without setting all of them. If the user happens to have a blue background and
white text as her default, then your 'hilighted' text will be invisible. Either
your game cares about overriding colors, or it doesn't, but it shouldn't set
only some of them because there's no way to know if the colors you pick will be
good when combined with the user's prefs.
Original comment by spath...@gmail.com
on 23 Mar 2011 at 8:04
Thanks much! I really appreciate it.
I am using an "Inform7 extension" (e.g. library module) written by Aaron Reed
called "Keyword extensions" which does implements this custom text color stuff
directly. It seems to work well on the other Glulx interpreters (Windows
Glulxe, Spatterlight, Filfre) but I will see if I can get him to set the other
text colors or at least document that they should be set, to avoid the scenario
you described.
Thanks again.
iFrotz rocks!
--Zack
Comment #3 on issue 124 by spath...@gmail.com: iPad glulx problems with blorb
info and highlighted text (reported via email)
http://code.google.com/p/iphonefrotz/issues/detail?id=124
I finally found some time to look into this and it looks like the text color
problem is because you are setting a custom text color style hint to use blue
text, but not setting a text color hint for normal style text.
The style code in Frotz was not reverting to normal text colors because a
normal text color hint had not been set. Instead of ignoring the request, it
should revert to the user's default colors. I will fix this.
However, you should note that it's bad practice to set some custom colors
without setting all of them. If the user happens to have a blue background and
white text as her default, then your 'hilighted' text will be invisible. Either
your game cares about overriding colors, or it doesn't, but it shouldn't set
only some of them because there's no way to know if the colors you pick will be
good when combined with the user's prefs.
Original comment by ZUrloc...@hotmail.com
on 24 Mar 2011 at 4:54
Both the glulx font color issue and the banner image/metadata now showing up
issue are now fixed in version 1.5.1, which just became available via iTunes.
(Note that if you transfer a file to Frotz via web or FTP, the small icon in
the story list isn't updated until you launch the game the first time, but
everything else should show up correctly immediately.)
If you want, you can add a section <tuid></tuid> to the <identification>
portion of the Blorb IFmd metadata so the TUID link will work as well. (There
is no such tag in the Blorb specification as of yet, so I made it up).
Original comment by spath...@gmail.com
on 30 Mar 2011 at 9:41
Fixed in 1.5.1.
Original comment by spath...@gmail.com
on 30 Mar 2011 at 9:41
Original issue reported on code.google.com by
spath...@gmail.com
on 20 Dec 2010 at 12:51