Interactive Fiction – Et-Setera https://www.setera.org Ramblings of a geek Fri, 15 Nov 2013 00:56:48 +0000 en-US hourly 1 https://wordpress.org/?v=4.5.24 First ZBerry Release https://www.setera.org/2009/09/07/first-zberry-release/ https://www.setera.org/2009/09/07/first-zberry-release/#comments Mon, 07 Sep 2009 23:35:12 +0000 https://www.setera.org/?p=204 I have just made available the first public release (version 0.5.0) of the ZBerry interactive fiction application.  This release works pretty well, but is definitely rough around the edges.  I hope people get some amusement despite any bugs.  More details about installation and usage can be found on the ZBerry Documentation page.

ZBerry Game Play

ZBerry Game Play

Please take this for what it is worth… a silly little hobby project of mine that may or may not continue.  If you really like this, feel free to comment.  If you find bugs, source code patches are welcome, but complaints are not.  My hope is that is that it is worth more than its price (FREE) but given that I’m making nothing from this I hope that everyone can understand there is absolutely no support implied or available.

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The Woeful State of BlackBerry UI Controls https://www.setera.org/2009/07/13/the-woeful-state-of-blackberry-ui-controls/ Tue, 14 Jul 2009 02:12:59 +0000 https://www.setera.org/?p=138 I continue to be impressed with the build quality and overall polish of the BlackBerry Bold as an end-user device… at least for basic functionality.  While some may not like the way BlackBerry push email works, I find it to be pretty nice.

As a developer, I’m much more disappointed developing using the BlackBerry native API than I expected I would be when I started playing with my little ZBerry project.  Marcus Watkins offers excellent insight into the world of BlackBerry development, which I won’t try to rehash here.  The part that I find incredibly frustrating is the lack of decent reusable user interface controls.  As Marcus details in his blog post, the provided UI functionality has the bland look and feel of the base operating system.  Even more frustrating to me is how little flexibility there is even within the standard controls.  For instance, I wanted to provide the user the ability to customize the font used in the text display.  Using the standard functionality yields the following dialog.

Initial Fonts Dialog

Initial Fonts Dialog

Wow, look at the size of that dialog relative to the screen.  All of that wasted space.  So much space could be saved if:

  • The extra space between the label and field contents wasn’t there.
  • The OK/Cancel buttons were laid out horizontally instead of vertically.

What’s worse is that the, while the change listener support attached to those fields is capable of updating the story font on the fly, the user can hardly see the text.  Thinking there had to be a way to control things a little bit better, I tried to turn off the label text.  If I could lay out the two fields side-by-side, it might be better.  Unfortunately, there appears to be no way to do that.  Setting it to blanks yields a dialog that is even a bigger waste of space.

Font Dialog Attempt #2

Font Dialog Attempt #2

Given that there is vertical and horizontal layout field management, why must the label and text field be tied together like this?  I’m sure some of it boils down to legacy hardware support for things like the trackwheel.  But it would be nice to be able to selectively break free of those restrictions.

While the API would certainly allow me to build a version of these controls from scratch, that seems a silly thing to have to do.  Doing so implies the need to account for the various input options (trackwheel, trackball, keyboard, etc), do all of the rendering and focus management that these controls are already handling.  Admittedly, this is still an issue of “look and feel”, but it is disappointing to see something so simple be neglected.

With that said, the text input and output controls are pretty impressive, saving effort on that side of the implementation.  I guess it should come as no surprise that the strongest parts of the BlackBerry API revolve around features such as email that have been in the platform for a very long time.

Marcus Watkins

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ZBerry Story Library https://www.setera.org/2009/06/21/zberry-story-library/ Mon, 22 Jun 2009 00:18:40 +0000 https://www.setera.org/?p=122 I’ve decided to dub this little hobby project ZBerry (BlackBerry Z-Machine Interpreter).  I made some progress this weekend allowing stories to be selected from the file system via a new “library” view.

ZBerry Library Selection

ZBerry Library Selection

I need to add some suspend/resume support before this thing becomes really very usable on a phone, but some progress anyway…

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Interactive Fiction on Blackberry https://www.setera.org/2009/06/14/interactive-fiction-on-blackberry/ Mon, 15 Jun 2009 01:11:24 +0000 https://www.setera.org/?p=107 I have long had a strange fascination with the old text adventure games aka interactive fiction.  I remember hanging out with my buddy Gary when we were kids, working our way through various Infocom games.  The stories were fun and the puzzles were always a good way to make you think.

A few years ago, I created a JavaME MIDP Z-Machine interpreter called ZeeME.  This was an interesting little project at the time to learn my way around programming for these small devices, but actually using it was painful at best.  Typing natural text using triple-tap just wasn’t enjoyable.  With a QWERTY keyboard on my BlackBerry Bold, it seemed like this might be a good time to resurrect this project yet again.

I’ve made some progress in building this out, but there is still a very long way to go.  Here’s a snapshot of the emulator running the game “Minizork”.

minizork

Watch here for more to come…

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