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Wow, 10 years resurrection!
The whole forum is about resurrection, isn't it?
Once more I am happy to notice what a universe of knowledge is here, waiting for new uses.
Cheers
Wow, 10 years resurrection!
BTW -- if anyone has HyperTalk/HyperCard questions, feel free to point me at threads here. I'm working on a HyperCard clone for modern computers in my spare time, so I might know a thing or two that is hard to find out.
I'm working on a HyperCard clone for modern computers in my spare time, so I might know a thing or two that is hard to find out.
Have you checked out LiveCode?
Wow, 10 years resurrection!
Oooh, I'd like to hear about that... you should create a thread about it
What do you think of LiveCode, @MrFahrenheit ? It somehow never clicked with me, despite being very fond of HyperCard itself. But you have more recent and in-depth experience with HC than I do, so I'd like to hear your take.
HyperCard didn’t have sprite animation, though. You could use QuickTime images to fake animation like Myst or Prince Interactive did. Not that Apple ever made making games easy on any of their platforms.
HyperCard’s scripting language was used as the basis for AppleScript, which is still (barely) a thing, so there’s that.
Thanks, this is interesting perspective.
I think I’m asking a more fundamental question though.
If your 12-year-old said “I have an idea for a simple app/game/thing I’d like to create on [platform of choice], how should I do it?” … what would you tell them?
In 1991, on a Mac, the answer would have been 100% obvious: use HyperCard! It’s amazing, you can include any graphics or sound you want, you can connect them with buttons, you can create simple logic making it all work with scripting, and you can get arbitrarily fancy down the road if you want. Plus everybody has a copy, so it’s easy to share whatever you create.
The loss of a clear obvious answer to that question in 2021, to me, feels like something has been lost. So I’m sure I’m just missing something and there’s a great answer here I am not aware of.
That's what Apple used for their mouse practise thing that came with my IIsi, I remember it being in 2-bit even on my 256 gray screen (all my grandma could afford, even though I wanted a colour Iici). I remember it being about underwater, which felt weird,You could, however, create a MacroMedia Director 2.0 animation file
HyperCard had types of animation, but they were a bit limited. The two most common approaches (that were fully supported) were page-flip animations and icon animations.HyperCard didn’t have sprite animation, though. You could use QuickTime images to fake animation like Myst or Prince Interactive did. Not that Apple ever made making games easy on any of their platforms.
HyperCard’s scripting language was used as the basis for AppleScript, which is still (barely) a thing, so there’s that.
There was a color version of that mouse tutorial, but AFAIR it used the B/W version for everything except 256 colors. (and probably thousands and millions when that became an option). I ran on 16 greys, which was actually good enough to show most color as nice shading, and many apps of the time (and this one) would first switch over to 16 colors (which ruined the nice range of 16 white-to-grey gradients), and then display everything as 1 bit because they didn't have enough color differentiation anymore...That's what Apple used for their mouse practise thing that came with my IIsi, I remember it being in 2-bit even on my 256 gray screen (all my grandma could afford, even though I wanted a colour Iici). I remember it being about underwater, which felt weird,