Erik Temple announces the release of his Glimmr project (GLulx Image and MultiMedia Resources). Glimmr is a modular system of extensions that can be used to build dynamic graphical content, such as maps that are revealed as the player move through them, graphical user interfaces and status indicators that respond to the game state, visual puzzles or minigames, and so on.
The centerpiece of the Glimmr family of extensions is Glimmr Canvas-Based Drawing, which provides an object-oriented and largely automated system for defining even quite complex graphical layouts in Glulx graphics windows with only a few lines of code. Glimmr also includes the Glimmr Canvas Editor, a GUI graphics editor that allows authors to create a composition from multiple images or other graphic elements. Once created, the composition can be exported as I7 source code to be pasted into your project.
The system provides support for a number of different kinds of graphic element, including sprites, image-maps, arbitrary bitmap images–that is, images that are created procedurally in-game rather than from external files–and painted text (text that appears in graphics windows). Authors can design their own fonts for use in text-painting. Future releases in the Glimmr family will provide plug-and-play automapping, as well as HTML-style form input in graphics windows.
Glimmr works on top of Jon Ingold’s Flexible Windows extension, and can be used for multi-windowed layouts. The built-in debugging log can be directed to the main window, a second window, or even to the transcript.
Glimmr extensions can be downloaded individually at inform7.com/extensions, or all at once at http://code.google.com/p/glimmr-i7x/downloads/list. If you’d rather just see the kinds of things Glimmr can do, you can also download the compiled demo story files from http://code.google.com/p/glimmr-i7x/downloads/list.