Digital Interactive Media

Three main things will be considered when evaluating a student’s design work:

 

Effort - visible in the work and/or demonstrated in class; spend quality time on your work!

Creativity - how original your work is

Following Directions - did you explore the assignment as given?

SUPPLY LIST FOR

Digital & Interactive Media

Pen /Pencil

1 Subject Notebook

2-inch 3-ring binder

8GB Flash Drive

Class Syllabus|Rules

5th 6 Weeks

Technology Use

 

Students should have all devices on silent mode and put away when I am teaching. If you are doing independent work you may listen to music with one ear-bud in your ear.

 

GRADING POLICY

 

Student grades for this course will be calculated according to the following percentages:

  • 50% Major projects
  • 50% Small Projects / Practice Assignments
  • On time maximum credit: 100%
  • Late work maximum credit: 70% (10 points off per day late)

 

COURSE OBJECTIVES

 

As a result of taking this class, you should be able to:

Work professionally within a design team.

Identify numerous design and multimedia careers which are available.

Evaluate designs (your work and others’) for audience, meaning, and effectiveness.

Use the elements and principles of design in a decisive fashion.

Create digital graphics and work with images.

Create attractive layouts that communicate messages effectively.

Use color to communicate ideas to others.

Use typography effectively in a design.

 

In addition to the comprehensive objectives, you should be able to:

Use Adobe Illustrator to create illustrations, logos, and graphics.

Use Adobe Photoshop to edit photographs, create artistic imagery, and  create graphics.

Use Adobe InDesign to create publications such as advertisements and brochures.

  • Use Adobe Flash Professional to create an animation.

 

How Do I Make Up Missing or Incomplete Work?

You are expected to keep up with lessons and projects in class. Keep track of course assignments and due dates at this website. Late or incomplete work can be turned in during the same six weeks for a reduced score of 10 points per day. If the work is late due to an excused absence, you will have one extra school day per day of excused absence to complete it without a reduction in grade.

Please let me know as soon as you have submitted a late assignment. Otherwise I will not know to look for it.

 

Open Lab - the lab is open at 8:00 am every morning for students to come in and work.

 

Design Room Rules

Refer to the Student Handbook for school-wide rules. We have design room rules too:

1. Don’t prevent me from teaching.

2. Don’t prevent others from learning.

3. Be safe.

4. Keep things clean.

 

What Do those 4 Rules Really Mean Day-to-Day?

Here are some examples to show you what I mean. These are examples. Use your common sense when interpreting these rules.

Don’t prevent me from teaching.

• Don’t speak while I am instructing the class.

• Raise your hand if you wish to speak, and wait for me to call on you.

• Don’t interrupt when I am giving personal attention to another student.

Don’t prevent others from learning.

• Don’t behave in a disruptive or distracting way.

• Don’t engage in lengthy off-topic conversations.

• Keep the volume of your voice down.

• No singing, rapping, or other disruptive noises.

Be safe.

• Don’t throw, toss, flick, or roll anything across the table, floor, or classroom.

• Don’t roll across the classroom in your chair.

• Use classroom materials in a safe manner.

• Don’t behave in any way that threatens harm to anyone or our equipment.

Keep things clean.

• Clean up after yourself so your station is ready for the next student.

• Return classroom materials to the proper storage place.

• Don’t eat messy things that can leave residue on the computers.

• Keep your language clean.

Professional Skills Grade

It is my job to help you develop positive work behaviors and personal qualities needed to be employable by demonstrating skills related to seeking employment, creating work samples and earning certifications. Each week you will earn a "professional skills grade" for your professional conduct in class by following the Design Room Rules and following the 4 Rules detailed above.

  • Week 1 - February 27 - March 3

    Drag and drop interfaces can be used for creating a multitude of games or applications including quizzes, jigsaw puzzles and iPod Touch-style navigation.

     

    In this tutorial you will create a drag and drop 'Mr Potato Head' game. This is very simple in Flash, with only a few lines of Actionscript code.

     

    Check out the finished product in the assignments folder so you can see what we are trying to achieve.

    Content on this page requires a newer version of Adobe Flash Player.

    Get Adobe Flash player

    • Open Flash and create a new Flash File (Actionscript 3.0).
    • Draw a face shape that is about half the size of the stage and place it towards the left hand side.
    • Create a new layer and draw a pair of eyes on the right hand side of the stage.

     

     

    • Select the eyes by using the Selection Tool (shortcut V) and dragging a selection box around the eyes. Convert the eyes to a symbol by right clicking (ctrl-click on a Mac) and selecting Convert to Symbol, ensuring the type is set to MovieClip.
    • Select the eyes on the stage and in the Properties Panel set the instance name to eyes1. (NOTE: instance names are case sensitive)

     

     

    Next we will add some code to create the drag and drop functionality for the eyes.

     

    • Insert a new layer and select frame 1. Open the Actions Panel (Windows - Actions or F9). Ensure that Script Assist is switched off (press the Script Assist button).
    • In the Actions Panel type the following line of code:

     

     

    This line of Actionscript adds an event listener to the eyes1 object. An event listener is something that listens out for a specific event occuring. In this case we've told it to listen for a mouse button being pressed down (MouseEvent.MOUSE_DOWN). This line also tells Flash what it should do when it detects this event - it needs to run a function called pickup, which is the next bit of code we will write.

     

    • Amend your code as follows, adding the pickup function.

     

    This function allows the eyes1 object to be dragged around the screen. You can try this out by testing your movie (Control - Test Movie or ctrl-enter).

     

    The next step will add the ability to drop the object when the mouse button is released.

     

    Next we will add the ability to drop the eyes1 object when the mouse button is released. To do this you need another event listener that detects the mouse button being released, and another function that stops the object being dragged.

     

    • Amend your code to match that shown below.

     

     

    • Now when you test your movie you should be able to drag and drop the eyes1 object.

     

    One thing that bugs me about this is that the mouse pointer remains as an arrow when it moves over the eyes1 object. It would be better if there was some kind of indication that the mouse pointer was over a draggable object. To do this we will tell the eyes1 object to behave like a button and cause the mouse pointer to change to a pointing finger.

     

    • Add the following line of code at the end of the existing code to make the eyes1 object act like a button.

    eyes1.buttonMode=true;

     

    Next we will look at extending the game to include more draggable objects.

     

    • Adding more drag and drop objects is quite simple. Just draw an object - another set of eyes, a mouth, a nose or something else and convert it to a movieclip symbol, remembering to give it a unique instance name in the Properties Panel.
    • Next create another set of event listeners for the new object. For example, I have made a nose and added additional event listeners for it. There is no need to create any further functions, as the functions we already created will work with the new objects too.

     

     

    1. Your final drag and drop game should have at least 3 sets of eyes, 3 noses and 3 mouths.
    2. Name your file LastnameF_DragDrop.fla
    3. Publish your file as a SWF (File --> Publish) and test your SWF file to ensure that it works properly BEFORE turning it in.
    4. Turn in both the FLA and SWF files to the TurnIn folder.
    5. DUE by the end of class on Friday, March 3rd. (Friday is an early release, classes are shorter.)

     

    REMEMBER: The instance name in the Properties panel needs to match the name

    in the ActionScript code exactly!

     

  • Week 2 - March 6 - March 10

    Jumpman - Flash Game Tutorial

     

    Jumpman is a simple game made with Adobe Flash. This tutorial is designed as an introduction to games programming with Adobe Flash. The tutorials can be used with Flash CS3 or newer versions that use Actionscript 3.

     

    Click

    HERE

     

    to access instructions. You can either follow the written or the video instructions.

     

     

     

    NOTE: When you have completed the 4th step in the game you will notice your scoring disappears. To fix this do the following:

     

    1.  Select the "health_txt" dynamic text box.

    2.  In the Properties Panel click on the Embed button.

    3.  Click the All check box to a check mark under Character Ranges.

    4.  Click OK.

    5.  Repeat these steps for the other two dynamic text boxes.

    6.  Test your game again!

     

  • Week 3 - March 20 - March 24

    Learning more Adobe Flash Professional - now called Animate CC if you are using at home! :-)

     

    Below there are many basic tutorials for you to complete. These tutorials will assist you in learning the basic skills to be able to create a flash animation. As you progress through each tutorial, you will begin to learn different complex skills. Please take your time and make sure you follow each of the steps properly, otherwise your animation may end up not working.

     

    MAKE A CHARACTER WITH EYES THAT SHIFT LEFT & RIGHT TO TRACK THE MOUSE - name your file LastnameF_Eyes.fla, you will turn in both the FLA and SWF files.

     

    Turn this file when you have finished following all of the instructions.

     

    You will now work on these instead:

     

    Drawing, Animating and Scripting an Interactive Character in Flash --- you will skip to Step 3 for this video since you already know how to draw.

     

    Click here to download your starter file. Add LastnameF initial to filename BEFORE turning it in. You will need to turn in both the FLA and SWF files.

     

     

    How to Move Dog Eyes Animation with Mouse - you will need to draw your dog first, you can create your own dog, but pay attention to all the parts that are needed so you can animate them following the instructions in the video

     

     

     

     

     

     

  • Week 4 - March 27 - March 31

    Drawing, Animating and Scripting an Interactive Character in Flash --- you will skip to Step 3 for this video since you already know how to draw.

     

    Remember to turn in both the FLA and SWF files.

    DUE TUESDAY, MARCH 28TH

     

    Click here to download your starter file. Add LastnameF initial to filename BEFORE turning it in. You will need to turn in both the FLA and SWF files.

     

     

    How to Move Dog Eyes Animation with Mouse - you will need to draw your dog first, you can create your own dog, but pay attention to all the parts that are needed so you can animate them following the instructions in the video

     

     

    Name your file: LastnameF_Dog.

     

    Remember to turn in both the FLA and SWF files.

     

    DUE FRIDAY, MARCH 31ST

  • Week 5 - April 3 - April 7

  • Week 6 - April 10 - April 13

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