Since the default interpreter that the I7 IDE uses for testing is inaccessible with screen readers and crashes with VoiceOver on, is there a way to have I7 use something like Spatterlight?
Spatterlight isn’t a fully accessible interpreter, but it’ll work. Gargoil is inaccessible with all screen readers, and as far as I know, Zoom has been abandoned for quite some time.
I want to develop on Mac, but if I have to I’ll develop on Windows. On the Mac, I have to release a game if I want to playtest it.
Even so, on Windows can I change the interpreter to something that’s accessible for playtesting that’ll launch when I hit the “play” or “go” buttons?
Thanks.
No, the Mac and Windows IDEs are not reconfigurable like that.
If you’re comfortable with command-line tools, you may be better off using the Linux command-line build script and then testing the app with Spatterlight. Or even with a command-line interpreter.
You can also directly run the compiled game files from the Project.inform/build folder. That’s what I do. Keep that folder open, compile the game in the IDE, then run the game file in your favourite interpreter.
Seconded. At one point I was doing fancy stuff, so I had a handy shortcut to the compiled .ulx file, so I could just load it up.
Zoom may not be current, but has text to speech.
I found this has the one downside that if using Glulx with resources (images/sounds/files) the paths will be messed up and the game will lack any sound, graphics or files used by the game.