Being silly with penguins

RM richmondmathewson at gmail.com
Fri Apr 22 14:12:38 EDT 2016


I made a very silly game with Director on Mac OS 8 on about 1996 as 
something to keep
my two very young children entertained in Jeddha, in Saudi Arabia [and, 
if you've ever been to Saudi Arabia
you'll realise that my software didn't have to be anything very special 
to exceed any of the other forms
of "entertainment" on offer, except, possibly, the public beheadings on 
Friday mornings].

I don't, frankly, see a need to imitate Director, in its underpinnings 
at least.

You will see, if you look at my 'ANIMATION 6' stack, that it should be 
quite possible to arrive
at the same sort of effect without having to be either very clever, or 
very obscure and non-xTalk-like
in one's programming style.

http://forums.livecode.com/viewtopic.php?f=10&t=27089\

Richmond.



On 22.04.2016 16:59, Earthednet-wp wrote:
> Richmond,
> According to the Director model, a moving object would be a "Sprite". The Sprite could cycle through images to show character movement at a specific location. That would be a good analogy for your method of cycling background images. When the Sprite needs to move as it cycles through its background images, then that's where Director would use the "score" metaphor. Each "frame" would define the sprites and their locations, which are put on the "stage" by dragging and dropping.
>
> I think the whole thing could be defined in an array, very nicely. Like
> Score[frameNum][spriteName][itsProperties]
> ItsProperties would define locations, object references, etc.
> The frames would be stepped through on a timer that defined the frame rate. The engine might be fast enough for relatively simple animations.
>
> There would also have to be an IDE for setting up the animation on the "stage", which would result in the score array.
>
> That's what I'm thinking, anyway.
> Best,
> Bill
>
> William Prothero
> http://es.earthednet.org
>
>> On Apr 21, 2016, at 10:53 PM, RM <richmondmathewson at gmail.com> wrote:
>>
>> Personally I like the graphic object with its backGroundPattern set to a series of images
>> the best.
>>
>> The "HyperCard" method of flipping through tons of cards is resource hungry
>> and could grind to a halt on slower processors.
>>
>> I wonder whether a graphic object couldn't be set up as a sort of sprite where it has its own code about how its
>> backGroundPattern changes, so that that doesn't have to be programmed into the button or what-have-you that
>> moves the graphic object; something like this:
>>
>> (pseudocode)
>>
>> on moveControl
>>    *flip through a sequence of images*
>> end moveControl
>>
>> The only problem as far as I can see it is that that code will probably not 'fire' when a graphic object
>> is moved programmatically, only by an end user.
>>
>> Richmond.
>>
>>> On 22.04.2016 00:50, William Prothero wrote:
>>> Richmond:
>>> What’s interesting is that they all look good on my Mac, ElCapitan and LC 8 RC1. I also like the image flipping method rather than the animated gif one. I’m considering making an animation system, for my purposes, that is kind of like a Director “score” where a property list holds “frames” and “sprites” can be moved, images changed, etc.
>>>
>>> Thanks for the examples. Now all we need is a physics engine and we’re set.
>>>
>>> Best,
>>> Bill
>>>
>>>> On Apr 21, 2016, at 11:02 AM, RM <richmondmathewson at gmail.com> wrote:
>>>>
>>>> I have now uploaded 4 stacks that effectively produce the same animation using
>>>> 4 different techniques.
>>>>
>>>> Go and have some fun!
>>>>
>>>> Love, Richmond.
>>>>
>>>>> On 21.04.2016 13:12, RM wrote:
>>>>> I'm starting a sequence of stacks showing different ways of producing animation.
>>>>>
>>>>> My first stack is here:
>>>>>
>>>>> http://forums.livecode.com/viewtopic.php?f=10&t=27089
>>>>>
>>>>> It uses a graphic object that is continually having its backGroundPattern changed.
>>>>>
>>>>> Richmond.
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