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This seems like a generally helpful design for game editors in general: if we're going to have a helper program that can construct an instance of a game, then one obvious thing you'd want as output from it would be the descriptive game id, suitable for pasting back into the playing UI. So, in the just-re-enabled helper program 'galaxieseditor', I've rewritten game_text_format so that it generates exactly that. Now you can place dots until you have a puzzle you like, then use the 'Copy' menu item to make it into a game id usable in 'galaxies' proper. This doesn't set a precedent that I'm planning to _write_ editors for all the other games, or even any of them (right now). For some, it wouldn't be too hard (especially games where the solution and clues are the same kind of thing, like default-mode Solo); for others, it would be a huge UI nightmare.
This is the README accompanying the source code to Simon Tatham's puzzle collection. The collection's web site is at <https://www.chiark.greenend.org.uk/~sgtatham/puzzles/>. The puzzle collection is built using CMake <https://cmake.org/>. To compile in the simplest way (on any of Linux, Windows or Mac), run these commands in the source directory: cmake . cmake --build . The manual is provided in Windows Help format for the Windows build; in text format for anyone who needs it; and in HTML for the Mac OS X application and for the web site. It is generated from a Halibut source file (puzzles.but), which is the preferred form for modification. To generate the manual in other formats, rebuild it, or learn about Halibut, visit the Halibut website at <https://www.chiark.greenend.org.uk/~sgtatham/halibut/>.
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