Make blue army numbers lighter

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Re: Make blue army numbers lighter[Poll Added]

Postby Jdsizzleslice on Mon May 28, 2012 12:59 am

Sometimes I have to distinguish a yellow player from a neutral, a pink from red, a pink from orange, a orange from red, etc. all those bright colors all look the same.
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Re: Make blue army numbers lighter[Poll Added]

Postby natty dread on Mon May 28, 2012 3:35 pm

ender516 wrote:Making the blue lighter might tend to make it easier to confuse with cyan


And as it is now it's easy to confuse with green, at least in some situations. That's why we have colour codes, no matter what colours are chosen some of them will always be hard to tell apart for some people and some monitors.

The point of this suggestion is to make sure all numbers have sufficient contrast from the background.

ender516 wrote: Have you tried my outlining script yet?


No, I haven't really had the need for it... besides, it doesn't really address all of the problem, since mapmakers can't rely on the existence of scripts that ultimately only a small part of the player base will use - and a large reason for this suggestion is to allow more freedom for the graphical design of maps.
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Re: Make blue army numbers lighter[Poll Added]

Postby TheForgivenOne on Mon May 28, 2012 3:43 pm

Jdsizzleslice wrote:Sometimes I have to distinguish a yellow player from a neutral, a pink from red, a pink from orange, a orange from red, etc. all those bright colors all look the same.


This isn't about distinguishing two different colours apart. It is about distinguishing a colour from the background on certain maps.
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Re: Make blue army numbers lighter[Poll Added]

Postby agentcom on Mon May 28, 2012 11:50 pm

natty dread wrote:
ender516 wrote: Have you tried my outlining script yet?


No, I haven't really had the need for it... besides, it doesn't really address all of the problem, since mapmakers can't rely on the existence of scripts that ultimately only a small part of the player base will use - and a large reason for this suggestion is to allow more freedom for the graphical design of maps.


But it is a proof of concept idea. I'm pretty sure ender wrote it to show that this is possible and easy. I've tried the script and it works. You can see all colors on all maps. It just puts a black and a white outline around the colors.
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Re: Make blue army numbers lighter[Poll Added]

Postby ender516 on Tue May 29, 2012 12:03 am

natty dread wrote:
ender516 wrote:Making the blue lighter might tend to make it easier to confuse with cyan


And as it is now it's easy to confuse with green, at least in some situations. That's why we have colour codes, no matter what colours are chosen some of them will always be hard to tell apart for some people and some monitors.

The point of this suggestion is to make sure all numbers have sufficient contrast from the background.

Yes, colour codes are useful, but your brain can play tricks on you. It can react to the colour it sees, despite the text it reads. So i would not want to see a colour change that makes any colours more similar than they are now. But you're right, the contrast is the real issue. That's why a black outline is used now, since so many maps, particularly older ones, have light troop circles.
natty dread wrote:
ender516 wrote: Have you tried my outlining script yet?


No, I haven't really had the need for it... besides, it doesn't really address all of the problem, since mapmakers can't rely on the existence of scripts that ultimately only a small part of the player base will use - and a large reason for this suggestion is to allow more freedom for the graphical design of maps.

No need for it? That makes me wonder why you made this suggestion. Still, I realize that a script is not the final best answer, but it is an opportunity to test drive a solution. If it does the trick, then it would be a very small matter to incorporate the change into the website by editing a single CSS file.
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Re: Make blue army numbers lighter[Poll Added]

Postby natty dread on Thu Jul 12, 2012 5:49 pm

ender516 wrote:No need for it? That makes me wonder why you made this suggestion.


I'm just that altruistic.
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Re: Make blue army numbers lighter[Poll Added]

Postby IcePack on Mon Jul 23, 2012 3:20 pm

I'd prefer to keep the colors the same as they are now.
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Re: Make blue army numbers lighter[Poll Added]

Postby VectorxMan on Sun Aug 05, 2012 8:24 pm

Leave the blue alone! If you don't like how the color looks or can't distinguish between other colors then turn on the colorblind helper. I'm not colorblind but I have this option on anyway.
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Re: Make blue army numbers lighter[Poll Added]

Postby ender516 on Tue Aug 07, 2012 5:40 pm

It's not a question of distinguishing the blue from other colours, it's a question of being able to read it at all on a dark background. (My contrast-enhancing script is still available.)
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Re: Make blue army numbers lighter[Poll Added]

Postby IcePack on Wed Aug 08, 2012 10:52 am

ender516 wrote:It's not a question of distinguishing the blue from other colours, it's a question of being able to read it at all on a dark background. (My contrast-enhancing script is still available.)


I have no problem with backgrounds and finding blue. What / how many maps is this really a problem on? Making cyan and blue more similar affects every game, I'm sure this background / map problems isn't every map.

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Re: Make blue army numbers lighter[Poll Added]

Postby ender516 on Wed Aug 08, 2012 9:11 pm

Reread the first post for some examples of maps where the contrast is poor (ConquerMan comes to mind).
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Re: Make blue army numbers lighter[Poll Added]

Postby IcePack on Thu Aug 09, 2012 12:00 am

ender516 wrote:Reread the first post for some examples of maps where the contrast is poor (ConquerMan comes to mind).


Conquer Man, Tamriel or Ancient Greece.

Three maps isn't really much of a problem. And then it would make it closer to cyan, and affect / confuse all of them?
Sounds like trading one problem and adding 10. Somehow 200+ maps were made and 3 are "problems", and needs to fix / affect all of them?

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Re: Make blue army numbers lighter[Poll Added]

Postby Victor Sullivan on Sat Aug 25, 2012 10:55 am

TheForgivenOne wrote:
agentcom wrote:
As for your last comment, I ask: Where? In the useless poll that only 43 people have voted in that doesn't include the option to leave it the same or to add a white outline instead? In the opinions that have been expressed in the thread? There are also plenty of people who have said don't change it.


True, people have said no, but the amount of YES's have been higher. I say it again, just because a few people say no, doesn't mean it isn't going to happen. I read through the thread, only about 6 or 7 people said no. And I counted more people saying yes then that.

I mean, those are just the people that bothered to post "no". Naturally, you're going to get more people posting "yes" than "no" in a suggestion thread, because, well, why would I take the time to say I don't support a suggestion, unless it was something like a major gameplay change or what have you? For something that most would see as pretty minor, it's probably not worth it for dissenters to post. Now, if you were to do a poll like, "Do you support this suggestion?" then you might get a better gauge of who supports this and who doesn't, since it requires less effort for one to express his opinion.

(Excuse my tardiness.)

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Re: Make blue army numbers lighter[Poll Added]

Postby Funkyterrance on Sat Sep 08, 2012 8:40 pm

Doesn't it all depend on what map you are playing though? Some maps it's more visible with the darker and others it's more visible with the lighter. So basically it all comes out in the wash. I hate darkly shaded maps and play them much less frequently so I voted for the darker version. Also, with the option of color codes (which I always use) its virtually a moot point.
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Re: Make blue army numbers lighter[Poll Added]

Postby ender516 on Sat Sep 08, 2012 9:25 pm

If you don't like my Conquer Club Contrast Corrector (C4) script, the BOB script has the ability to add white circles behind the numbers on any map, with 10 levels of opacity.
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