Colour Committee 2013 & A Sneak Peek

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Re: Colour Committee 2013 & A Sneak Peek

Postby IcePack on Sat Aug 31, 2013 1:31 am

greenoaks wrote:the new colours are up but i'm having a hard time with them.

Umber looks more Violet
Emerald looks like Neon
Maroon looks like Heliotrope
No idea what V is suppose to be


V = olive
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Re: Colour Committee 2013 & A Sneak Peek

Postby greenoaks on Sat Aug 31, 2013 1:41 am

IcePack wrote:
greenoaks wrote:the new colours are up but i'm having a hard time with them.

Umber looks more Violet
Emerald looks like Neon
Maroon looks like Heliotrope
No idea what V is suppose to be


V = olive

was i right for the other 3?
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Re: Colour Committee 2013 & A Sneak Peek

Postby Gilligan on Sat Aug 31, 2013 8:06 am

greenoaks wrote:the new colours are up but i'm having a hard time with them.

Umber looks more Violet
Emerald looks like Neon
Maroon looks like Heliotrope
No idea what V is suppose to be


It was gonna be hard to find colors that start with 4 letters we weren't already using. u is for pUrple, e is for limE, m is for Maroon (which I think should be changed to a for Amber, because it's a smaller letter and fits in the army circles nicer than m) and as icepack said, v is for oliVe.
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Re: Colour Committee 2013 & A Sneak Peek

Postby agentcom on Thu Sep 12, 2013 5:53 pm

ender516 wrote:Allowing for colour blindness is an admirable goal, and very necessary when designing maps, but when it comes to troop colours, the prefix codes let us off the hook somewhat. Still, some effort to make all the colours easily distinguishable must be made. While we are at it, making all colours more visible on all backgrounds should be dealt with at the site, not through scripts like my Conquer Club Contrast Corrrector (C4). Basically, using both a white outline and a black outline means there is always an edge for the eye to see.


OMG YES!! I've been saying that forever (but you know this). Or at least my variation: Outline "light colors" with black and outline "dark colors" with white. It's really more to do with the visibility on top of the map, though, so I'm not sure if that's something that this team had to think about at all.
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Re: Colour Committee 2013 & A Sneak Peek

Postby iAmCaffeine on Fri Sep 13, 2013 9:55 am

agentcom wrote:
ender516 wrote:Allowing for colour blindness is an admirable goal, and very necessary when designing maps, but when it comes to troop colours, the prefix codes let us off the hook somewhat. Still, some effort to make all the colours easily distinguishable must be made. While we are at it, making all colours more visible on all backgrounds should be dealt with at the site, not through scripts like my Conquer Club Contrast Corrrector (C4). Basically, using both a white outline and a black outline means there is always an edge for the eye to see.


OMG YES!! I've been saying that forever (but you know this). Or at least my variation: Outline "light colors" with black and outline "dark colors" with white. It's really more to do with the visibility on top of the map, though, so I'm not sure if that's something that this team had to think about at all.


I believe outlines were mentioned in passing, but not something we were discussing, or directed to do so.
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Re: Colour Committee 2013 & A Sneak Peek

Postby ender516 on Fri Sep 13, 2013 2:35 pm

The problem I find with the light/dark, dark/light business is that it can be somewhat dependent on the background, which the code generating the numbers has no knowledge of, and there is a crossover point: is grey dark or light?
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Re: Colour Committee 2013 & A Sneak Peek

Postby patrickaa317 on Fri Sep 13, 2013 4:20 pm

ender516 wrote:The problem I find with the light/dark, dark/light business is that it can be somewhat dependent on the background, which the code generating the numbers has no knowledge of, and there is a crossover point: is grey dark or light?


Can you not put both a dark and light border on each? If the outer one blends in, the inner one will stick out.
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Re: Colour Committee 2013 & A Sneak Peek

Postby ender516 on Sun Sep 15, 2013 2:00 pm

patrickaa317 wrote:
ender516 wrote:The problem I find with the light/dark, dark/light business is that it can be somewhat dependent on the background, which the code generating the numbers has no knowledge of, and there is a crossover point: is grey dark or light?


Can you not put both a dark and light border on each? If the outer one blends in, the inner one will stick out.

Yes. We are starting to go in circles on this point. That is what I said originally here, which agentcom commented on but modified to suggest light outlines on dark text and vice versa. My Greasemonkey script, the Conquer Club Contrast Corrector, or C4 (boom, baby), does the double outline.
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