Now I’ve found a new thing to be annoyed about. When clicking the compass rose to enter a command, most interpreters will first print a line break before echoing the new command, like this:
>
north
The temporary barrier is locked. We’d need to set the
code-lock to the right number.
rather than
> north
The temporary barrier is locked. We’d need to set the
code-lock to the right number.
This has always been the case on every interpreter except Zoom, which is what the Mac Inform IDE uses. But for some reason it hasn’t really bothered me until now.
As far as I can tell, the Glk API specifies that there should be a line break printed when cancelling a line event, and the only way to avoid this is to turn off line input echo with glk_set_echo_line_event() if the interpreter supports it. So the only way to do what I want seems to be to turn off line input echo permanently at the start of the game and then write lots of code to “manually” echo all input except when clicking on a graphic link.
Could you call glk_set_echo_line_event just before canceling the event and then call it again afterwards? Or when the spec says all subsequent events does that mean it’s too late?
Git will show a *** fatal error: Out-of-bounds memory access *** at startup. Glulxe will just show an eternal spinning “Loading…” compass.
Well, we wrote that code that shows the total play time at the end if there is a “testing” file present. I guess that would work if we can make the game actually run.
Edit: I can make it start on Git if I disable Startup Precomputation. But it won’t register pressing the enter key when trying to answer the initial question.