Likely to be supported are Windows, Mac OS X, iOS and Android since we have a lot of experience with those. Last updated: Wed, Oct 21 2015 9:22 am EDT. We have bundled these as The Godlove Museum. In our games with Tale of Tales we've also regularly referred to Christianity. The identification of the deer in The Endless Forest was inspired. The Vintage Mac Museum is a private, working collection of the pre-Intel Apple Macintosh: 68k and PowerPC Macinti, old Mac software, period advertising and memorabilia. We provide old Mac file transfers and conversion services, along with research into old Mac technologies for patent prior art searches or academic purposes.This website is designed to be both a virtual museum and a.
FOR IMMEDIATE RELEASE
For further information contact: godlove.museum--{at}--tale-of-tales.com
The Macintosh (mainly Mac since 1998) is a family of personal computers designed, manufactured, and sold by Apple Inc. Since January 1984. The original Macintosh is the first successful mass-market personal computer to have featured a graphical user interface, built-in screen, and mouse. Apple sold the Macintosh alongside its popular Apple II, Apple III, and Apple Lisa families of computers. The Vintage Mac Museum is a labor of love by Oakbog Apple Macintosh & iOS Consulting Services. Is the Vintage Mac Museum a real museum? Yes, but it’s not (yet) on public display. The Vintage Mac Museum is a working private collection located in my home. It started as a hobby and has since become part of my consulting business. Next: Classic Mac OS. See our illustrated design evolution of classic Mac OS from 1984 to 2001, showing the timeline of System 1 to System 9. Also, if you're an Apple fan, see our article on what Apple.com used to look like - 25 years of design history of the Apple.com website. Do you like seeing nostalgic stuff like this everyday? Follow Version Museum on Twitter or Instagram.
Gent, Belgium, 9 December 2006
Created by Auriea Harvey (entropy8.com) en Michaël Samyn (zuper.com), The Godlove Museum has been a continuous artistic project from 1999 until now. It consists of five web-based artworks combining the stories from the first books of the Bible with personal romantic fantasies and social commentary.
http://Entropy8Zuper.org/godlove
The series started with Genesis in 1999, one of the first pieces created by the authors together and the start of a long an fruitful carreer that continues to this very day. Later that same year, when Auriea left her home to come and live with Michaël, it seemed only appropriate to make Exodus. In Leviticus (2000) it became clear that Auriea and Michaël's idyllic affair did not come without a price to pay. And in Numbers (2002) it was war. A personal struggle to deal with their cultural roots, against the backdrop of the Global War on Terror. Now, with Deuteronomy (2006), some kind of peace has been achieved. They can sanely look at their lives and realize that the Promised Land didn't turn out to be what they thought it would. Time to move on.
http://Entropy8Zuper.org/godlove/freeasinbeer
After the Browser Wars and especially with the Second Coming of the Web ('web 2.0'), the early pieces of The Godlove Museum started to deteriorate. They made sophisticated use of techniques that were high tech at the time but abandoned by the Engineers Who Rule The World later. As a result, Genesis and Exodus, and to some extent Leviticus, had become invisible to the audience.
Now these chapters have been recreated with current technology and wrapped into a format that will hopefully stand the test of time. As of now, the whole Godlove Museum is available as a single downloadable application for Windows or Mac OS X. This may very well be the first case of a restoration of a digital artwork of this magnitude.
http://Entropy8Zuper.org/godlove/store
Entropy8Zuper! is the merger of Entropy8 and Zuper!. When they met in 1999, Auriea Harvey (.us) and Michaël Samyn (.be) dropped everything to go and live and work together. They made web design for clients and net.art for people. In 2000 the San Francisco Museum of Modern Art awarded them the one and only Prize for Excellence in Online Art, mostly for their achievements with The Godlove Museum. Currently, their focus has shifted away from web-based projects to video games. As Tale of Tales, they run the multiplayer game The Endless Forest.
http://Entropy8Zuper.org
http://Tale-of-Tales.com
The creation of Deuteronomy as well as the restoration of The Godlove Museum have been supported by the Vlaams Audiovisueel Fonds.
http://www.vaf.be
Genesis | Exodus | Leviticus | Numbers | Deuteronomy | The Godlove Museum |
Developer(s) | Apple Computer, Claris |
---|---|
Initial release | 1984; 37 years ago |
Final release | 2.0 / January 24, 1988; 33 years ago |
Written in | Pascal |
Operating system | Classic Mac OS (System 1, 2, 3, 4, 5 System 6 System 7) |
Type | Raster graphics editor |
License | Proprietary |
MacPaint is a raster graphics editor developed by Apple Computer and released with the original Macintoshpersonal computer on January 24, 1984. It was sold separately for US$195 with its word processor counterpart, MacWrite.[1] MacPaint was notable because it could generate graphics that could be used by other applications. Using the mouse, and the clipboard and QuickDraw picture language, pictures could be cut from MacPaint and pasted into MacWrite documents.[2]
The original MacPaint was developed by Bill Atkinson, a member of Apple's original Macintosh development team.[3] Early development versions of MacPaint were called MacSketch, still retaining part of the name of its roots, LisaSketch.[4] It was later developed by Claris, the software subsidiary of Apple which was formed in 1987. The last version of MacPaint was version 2.0, released in 1988. It was discontinued by Claris in 1998 because of diminishing sales.[5]
MacPaint was written by Bill Atkinson, a member of Apple's original Macintosh development team.[3] The original MacPaint consisted of 5,804 lines of Pascalcomputer code, augmented by another 2,738 lines of 68000assembly language.[6] MacPaint's user interface was designed by Susan Kare, also a member of the Macintosh team.[7] Kare also beta-tested MacPaint before release.[7]
MacPaint uses two offscreen memory buffers to avoid flicker when dragging shapes or images across the screen.[8] One of these buffers contained the existing pixels of a document, and the other contained the pixels of its previous state.[8] The second buffer was used as the basis of the software's undo feature.[8] In April 1983, the software's name was changed from MacSketch to MacPaint.[9] The original MacPaint was programmed as a single-document interface. The palette positions and sizes were unalterable, as was the document window. This was different from other Macintosh software at the time, which allowed the users to move windows and resize them.
The original MacPaint did incorporate a double zoom function with only head on. Instead of a zoom function, a special magnification mode called FatBits was used. FatBits showed each pixel as a clickable rectangle with a white border. The FatBits editing mode set the standard for many future editors.[10] MacPaint included a 'Goodies' menu which included the FatBits tool. This menu had been named the 'Aids' menu in prerelease versions, but was renamed 'Goodies' as public awareness of the AIDS epidemic grew in the summer of 1983.[11]
MacPaint was first advertised in an 18-page brochure in December 1983, following the earlier announcement of the Macintosh 128K.[12] The Macintosh was released on January 24, 1984 with two applications, MacPaint and MacWrite. For a special post-election edition of Newsweek in November 1984, Apple spent more than US$2.5 million to buy all 39 of the advertising pages in the issue. The Newsweek advertisement included many pages dedicated to explaining how MacWrite and MacPaint worked together.[13] After launch, a New York Times reviewer noted how MacPaint unfolded numerous graphic possibilities for the personal computer; he went further to say 'it is better than anything else of its kind offered on personal computers by a factor of 10.'[2]
MacPaint 2.0 was released on January 11, 1988 by Claris.[14] It added many improvements to the software, including the capability to open and use up to nine documents simultaneously.[15] The original MacPaint operated as a single-document application with an immovable window. MacPaint 2.0 eliminated this limitation, introducing a fully functioning document window, which could be sized up to 8 x 10'.[15] Several other features were introduced, such as a Zoom tool, MagicEraser tool for undo actions and stationary documents.[15] MacPaint 2.0 was developed by David Ramsey, a developer at Claris.[16] MacPaint 2.0 was sold for US$125, with a US$25 upgrade available for existing users of MacPaint.[15] Claris discontinued technical support for the original MacPaint in 1989.[17] Claris stopped selling MacPaint in early 1998 because of diminishing sales.[5] There has been an unofficial update called MacPaint X which is 3.0 beta, mainly for people who wished to be able to use the program.
Since 2010, MacPaint 1.3's source code (written in a combination of Assembly and Pascal) has been available through the Computer History Museum,[18] along with the QuickDraw source code, a library to draw bitmapped graphics,[19] due to the support of Steve Jobs.[20]
MacPaint inspired other companies to release similar products for other platforms;[21] within a year a half-dozen clones existed for the Apple II and IBM PC.[22] Some of these included Broderbund's Dazzle Draw for the Apple II, Mouse Systems' PCPaint for the PC, and IBM's Color Paint for the IBM PCjr.[23]
Version | Release date | Release information |
---|---|---|
1.0 | January 24, 1984 | Initial release with System Software 1.0[24] |
1.3 | May 1984[25] | Released with System Software 1.1[26] |
1.4 | September 1984 | Released with Macintosh 512K |
1.5 | April 1985 | Released with System Software 2.0[27] |
2.0 | January 1988[28] | Last release |
[Jobs] sent a one line e-mail saying it was a good idea, and it was done the next day,' Spicer recalled. 'Having an internal advocate is key.