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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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
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
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
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.
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.
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?
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.
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