I think the reason you are not getting many responses is because the
topic that you bring up could fill a whole book. But if you are
asking about overall structure, here's what I typically do. I often
work on projects that are made up of many movies. So, I typically
organize each one to have a single internal cast that contains
nothing (actually a single text member with my name in it), a "local"
code castlib, a "local" assets cast, a "global" code cast, and a
"global" assets cast. The movie really exists to maintain the score.
In this structure, the global code castlib contains code that is
available to be shared across all movies. I typically put main
objects, behaviors, movie level scripts, and utility code in here.
The global assets cast contains graphics, sounds, shapes, vectors,
anything that might appear in more than one movie.
Then the local code cast contain only code that is specific to this
movie. And the local assets cast contains assets that are used only
in this movie.
Hope that helps give you a start.
If you want to learn more about OOP, feel free to check out my
on-line E-Book on OOP in lingo at:
http://www.furrypants.com/loope
Irv
At 10:27 AM +0600 4/25/01, [EMAIL PROTECTED] wrote:
>Sorry if I double posted this message but I haven't seen it on the list, so
>I decided to repeat the question.
>
>------------------------------------------
>Good day/night, developers.
>
>Sorry for such a kind of question in this list, however it is directly
>connected with Lingo and any Director project.
>The question is: what tools/methods/techniques do you, the experienced
>ones, use to plan your projects, especially your scripts? The answer 'paper
>and pencil' is not sufficient, because I need to know some more for
>implementing any Lingo project.
>
>I've just started to make myself familiar with OOP in Lingo and have been
>working over a Director project, but now I've stumbled with inability to
>plan it properly. I can't get the overall view of my application and I'm
>afraid that if I keep on without planning and organizing my staff, I'll
>lose track on the projects' code and won't be able to use it later in other
>projects.
>
>Some time ago I obtained a Universal Modelling Language 1.2 specification
>(from Visio CD), which I looked through and decided it was too difficult to
>learn (and not needed as for I'm not a software developer). From the
>specification and the Visio documentation I got the idea that UML and some
>other techniques let developers have different views of the project, but
>I'd like to have 'real world' examples. I don't have programming
>background, so I have no idea what to do.
>
>I can't describe the interaction between movie scripts, frame scripts,
>objects, sprites, cast members, occuring in time. I have it in my mind, but
>not as a whole picture. What is the way out? Share your experience, please.
>
--
Lingo / Director / Shockwave development for all occasions.
(Home-made Lingo cooked up fresh every day just for you.)
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