  | |  | Director MX | Director MX 2003-12-06 - By Darrel Plant
Back Copy of the note I just sent to GD:
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Dear Editors:
I'd like -- very respectfully -- to take issue with some of the items in Justin Lloyd's review of Macromedia Director MX ("Game Developer", December 2003).
Mr. Lloyd makes some valid claims about problems with Director as a programming environment, particularly in areas where terminology developed over its two decades of development doesn't mesh with that of more traditional game development platforms, documentation, and bugs in the script editing window. However, I feel that some of his claims are simply due to unfamiliarity with the product.
Macromedia's marketing department has indeed claimed that Director is a drag and drop environment, but I don't think it's ever claimed that everything could be done with drag and drop behaviors. The scope of those behaviors (I worked as a contract behavior developer on Director 7 and 8) was never intended to do everything for every user. They were intended for people putting together relatively simple projects, not games, which require a bit more sophisticated programming.
Nor is there any need for "spaghetti code" when creating an interface with "20 or 30 buttons". Certainly, you _can_ do so, but that's true in almost any environment.
It's true that the Lingo programming language has somewhere between one and two thousand keywords, but it's not necessary to "learn them all", as Mr. Lloyd claims.
The Cast panel is described as having "no way to place cast members into logical groups" for large projects. Not only can a cast's member resources be sorted by media type in list display mode, but multiple casts can be created for organizing media. Cast members themselves can be moved around within an individual cast or to another cast.
Director's timeline-oriented Score came in for some hits in Lloyd's review as well. However, most advanced Director developers use the Score sparingly. In fact, Director is flexible enough to let you skip the Score entirely and handle all of the interface through direct imaging to the window (through the use of imaging Lingo introduced in version 8). Some developers are using a single Shockwave 3D sprite for their interface.
There is, admittedly, a steep learning curve for doing game development in Director. Mr. Lloyd claims that learning Lingo was harder than memorizing the Havok or DirectX SDKs. Maybe so, but those SDKs alone won't get you very far if you're unfamiliar with C, for instance. Nobody ever said making games was easy. For a certain level of game, Director can make it easier, but only if you spend some serious time learning the product.
Director game developers like Gary Rosenzweig (www.clevermedia.com) and Brian Robbins (www.fuelindustries.com) have been speakers at recent Game Developer Conferences. There's a lively community of Director game developers at (nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l), and the Director Online Users Group (www.director-online.com) of which I am the editor has many articles on game-related topics. Despite limitations that I think Mr. Lloyd and I could agree on, I'd encourage folks not to write Director off just yet. -- -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- Darrel Plant, Moshofsky/Plant Creative Services Multimedia Design by Brute Force (SM) http://www.moshplant.com phone/fax: 503-241-9082 dplant@(protected) __ ____ ____ ____ ____ ____ ____ ____ ____ ____ dirGames-L mailing list - dirGames-L@(protected) http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l
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