Wednesday, 16 March 2016

Unit 30 - M2 – Justifying Software, types and tools


The software I used to create my own graphical image as well as the school’s IT display and to edit existing images was Fireworks CS4. I used Fireworks because it’s a professional software that included all of the features and effects that I needed to use to create the retro game’s design. These features were like the vector line tool. I didn’t use Paint or other free editing software which were available because Paint or software similar to Paint are very basic and don’t include the editing features needed to create my retro game’s design. Fireworks was better than Photoshop to create the graphical image I wanted to create as Fireworks is a software for creating or editing vector images and Photoshop for bitmap images. Also, with the limited time to create the image and the knowledge on how to use Fireworks, it would have been easier to use Fireworks than Photoshop. The school already had Fireworks CS4 installed on to the school computer system meaning I would be able to work on the retro game design on any computer in the school. This ensured that I could work on the images within the school, at any computer so I could edit the images at any time within the school.

The first main tool I used in the retro game design was the Pencil tool. It was used relatively often throughout the creation of the retro game layout. The pencil tool was used to make sure that I could create any little sections that weren’t able to be created with a different tool.  The second main tool I used in the retro game design was the vector line tool. It was used a lot whilst I was making the retro game layout as I was able many outlined sections of my image were straight lines, so it was easier to use the vector line tool than the pencil tool. The vector line tool also couldn’t been drawn over after it had been drawn other than with the other vector tools, so the straight lines weren’t affected often. The next main tool I used in the retro game design was the paint bucket tool. I used it fairly often during the creation of the retro game lay out for when I had a bulk of colour to add to the image, like the floor, or the sky. This meant that I could create the coloured parts of the image faster, than if I was only able to use the vector line tool or the pencil tool. The paint bucket also allowed me to change the gradient of the colour, so I was able to create different effects in the images I was creating. The fourth main tool I used in the retro game design was the rectangle tool. I used it fairly often during the creation of the retro game lay out, especially when I needed a square or rectangle that looked natural in the image. I would have been able to create the squares of the stair case, or the turrets in the tower by drawing them by the line tool, but it was easier to create one with the rectangle tool, and have the outline a different colour to the main colour. This meant that I was able to define the different sections easier and the time to create the image would be shorter than if I had to draw these objects out by the line tool. The fifth main tool I used in the retro game design was the oval tool. Even though I didn’t use it very often, it was a key tool in creating the clouds in the retro game lay out. Using the oval tool was very similar to using the rectangle tool. I could have created the clouds by the pencil tool and the fill bucket, but it was easier to create them with the oval tool used several times then each oval in the cloud would be grouped together. This meant that the time to create the image would be shorter than if I had to draw these objects out by the pencil tool and the fill bucket. The last tool I used in the retro game design was the text tool. I used it on multiple occasions throughout the creation of the retro game layout. I used it to create the P in the flag and on the improved image, I used it to create each of the M’s on the staircases. I used the text tool to create the letters as that was the quickest and most effective way to create the letter, where if I used the line tool or pencil tool, it would mean that the time to create the letters would be vastly longer. Each tool was used to make sure the image was created as best and quick as possible.

As I was using Fireworks to create the retro game design, the file was saved as a PNG file. A PNG file is small and are a lossless file so won’t lose any detail if the file was to be compressed. A PNG file can have an 8-bit colour depth meaning that there could be 256 colours in the file. A JPEG would better if the image needed more colours as a JPEG has a 24-bit and 16 million colours, but when editing a JPEG, a lot of the original image’s information is lost. A BMP wouldn’t be appropriate as the file would be big due to each pixel being separate and it doesn’t scale or compress well. So, for the design I was creating, a PNG file was best as I didn’t need many colours and it was a small file when finished.

The resolution of the retro games image I created was 660 x 440 pixels. The image’s resolution would need larger to be used as a corridor’s display. I used a smaller canvas than what I should have to get an idea of the placing of the different parts of the image and then I would be able to scale the retro games design to fit a bigger canvas which I decided that the canvas would have a resolution of 1000 x 800 to fit the purpose of the design. Even though the canvas was smaller than it would have been for the final print and then the image being scaled bigger for the final print, the image looked professional on both the smaller canvas and the larger one and the final quality of the image was good and satisfied the user needs.

The colour depth that I used for the retro games design was 8-bit as PNG files are only able to support an 8-bit colour channel. As I didn’t need as many colours as modern images, I didn’t need to have a high bit channel and since I used the same few colours throughout the design, using an 8-bit channel was suitable to produce a good quality. If I was using more colours than I had, I might have made the quality worse due to the 256 maximum colour limit to an 8-bit channel and the colours being blotchy. Due to the PNG file not being able to be used on the internet, the colour depth could have been seen as to simple, so with the lack of internet support, an 8-bit image was suitable. As I was creating a retro games design for Archbishop Holgate’s schools corridor, the colour depth of the image was suitable for the purpose.

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