Hi Janusz, welcome to the forum!
Roughly speaking, it has to do with the way the images are stored and how the Quixe interpreter wants to access them. I remember reading about this in some posts not too long ago, and the solution basically involves either editing the play.html file manually after releasing in I7, or downloading and running a python script which does it for you.
Here are the pertinent posts:
Perhaps it may seem more complicated than it is.
Download blorbtool.py from here: https://github.com/erkyrath/glk-dev and place it in the game directory.
After compiling, you navigate to the game directory in Terminal and type (or paste) that line, with GAME replaced by the name of the game. If the name contains spaces, you will need to insert quotation marks.
Example for Counterfeit Monkey:
python blorbtool.py "Counterfeit Monkey.materials/Release/Counterfeit Monkey.gblorb" giload "Counterf…
and
Okay, so this almost got me there. I figured it out but this is a little clunky, at best.
Taking @A_J_Mako solution, I added this to play.html:
<script type="text/javascript">
game_options = {
image_info_map: { 3: { "image": 3, "url": "Bannes Banner.png", "width": 352, "height": 78 } }
};
</script>
You do have to make sure to move your image manually into the Release folder, incidentally.
Crucially, however, there is something already in play.html like this:
<script type="text/javascript">
…
There is also some background info on Quixe’s Github wiki here .
Hope this helps, and feel free to ask further questions if anything is unclear or doesn’t work!
1 Like