[Hopperxx] ***SPAM*** Re: ***SPAM*** Re: ***SPAM*** Re: yay hopper

Buzz Kettles buzzkett at gmail.com
Sat Jul 12 13:42:51 CDT 2025


That was way before my time.
All I know for sure is that it was Mac-only & evolved from a paint program
into cel animation.

On Fri, Jul 11, 2025 at 11:41 PM Jim Andrews <jim at vispo.com> wrote:

> Thanks, Buzz.
>
> I've heard that Director was started in 1986 and it was pre-OOP.
>
> Was it in C++? What IDE was used?
>
> ja
> On 2025-07-11 6:42 p.m., Buzz Kettles wrote:
>
> It's a long time ago so bear with me
> &* if anybody wants to correct my recollections**, please feel free to do
> so*
>
> As far as who was in charge of what, the Director management team
> changed with nearly every release.
> Individual team members got focused on whatever new features were being
> included in that release.
> We paired 1 DEV with 1 QA for each new feature.
> At the time of d5 release, the 'Director team' was actually several
> teams:d5 (desktop), Shockwave+player and the original Xtras team (+ some
> long term planning groups).
> As the releases moved from d5 to d6 to d7 (and for dot releases), these
> teams were shuffled to meet release requirements.
> Dot releases were a distraction on the main flow, but absolutely necessary
> for the product to reach a 'reference release' that would sit happily in
> the market for roughly 1.5 years.
>
> Some features rcvd ongoing updates and so some devs stayed with a
> particular feature thru more than a single release..
> JT always seemed to have some Lingo architectural work with each release
> (duh).
> From d6 on, Greg Yachuck always included some sound updates (these were
> often experiments that became new features when marketing heard about them)
> Glenn Ruhle did Text for D5 & 6, & then Alex held that chair for D7 (I
> think).
> The original Shockwave team members generally continued to support the
> networking processes.
>
> BUT everything was in flux from d5 to d7.
>
> d5 was desktop, mac/win, old player, multi-cast
> Shockwave 5 incorporated the swa Xtra set & streaming sound w/SoundEdit 16
> to make the swas (mp3 was still an unknown)
> d6 (originally d5.5) glued in swa (allowed compressed audio in
> projectors!) and I think had bhvrs + maybe the full blown score (& lots
> more)
> d6.5 added Flash + other 'original Xtras (I think)
> d7 was the rebuild of the Director UI, attached to the player, requiring
> several new Xtras. - the UI had many features that folks didn't know
> existed, so we had a very BIG checklist incorporating every UI element &
> interaction.
> As we discovered, the Paint window had tons of 'hidden' features that had
> been incorporated way, way back in the 80s - the beta program helped find a
> lot of these.
> d7.0.2 polished up d7
> d8  was more polish + it's attendant new features
> d8.5 was 3D - a massive update that doubled the size of Lingo.  IMHO it
> should have been called d9.
>
> I hope this helps
>
>
>
>
>
>
>
> On Fri, Jul 11, 2025 at 2:51 PM Darrel Plant <dplant at moshplant.com> wrote:
>
>> Not so much the tech writers as other folks in the dev group. I didn’t
>> always know who was in charge of what; I would have loved to have been more
>> tied into the inner workings of the team, but my imposter syndrome
>> inclination to be amazed that I was included at all kept me from asking
>> questions when I should have.
>>
>> Buzz Kettles is on here, he was inside the team the whole time I was
>> writing remotely and knows more names and actual roles than I remember at
>> this vasty remove.
>>
>> > On Jul 11, 2025, at 12:41 PM, Jim Andrews <jim at vispo.com> wrote:
>> >
>> > Were you in touch with the tech writer(s) who worked on Director? Who
>> were they?
>>
>> ------------------------------------------------------------------
>>         Darrel Plant     phone: 503-490-1388   dplant at moshplant.com
>> ------------------------------------------------------------------
>>  “I’ve flashed in a lot of pans in my time." -- Darrel Plant
>> ------------------------------------------------------------------
>>
>>
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>
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