untrusted
untrusted copied to clipboard
Dark red background is super-hard to make out
My color vision is excellent and I am having a hard time spotting the lines I can edit; people with red/green deficits won't be able to see it at all. Could we please have a higher-contrast difference? Blue and yellow are colors that more people can see.
We'd like to keep the uneditable lines red if possible, but we can certainly try to brighten the red.
Does this look any better?
This is better, thanks, but red is always the worst choice for accessibility. (And the brighter you make the red, the harder the gray letters will be to read against it.) What if you bagged the background color entirely and did something with the line numbers? Inverse black on white would be awesome.
I've solved it all now, but, being colour-blind, there were a number of levels where I had to ask my non-colour-blind colleagues for assistance. Two particular issues...
- Seeing which sections were editable / not editable (bit me several times)
- The unlocking level where I can't tell the difference between yellow and green
Is there any color scheme that would be better for the unlocking level? Does the red/teal/yellow distinction in the laser level work well?
The bad news is that everybody's colour-blindness is different. However, there are certainly things you can do to make it easier. Contrast is a real help. Different brightness helps. (I can't see the difference between the yellow and green because they're of almost identical brightness and differ only by hue.)
The red/teal/yellow lasers work fine for me (although I didn't actually have to solve that level because, when it was first drawn for me, there was a path from start to exit without crossing a laser at all!).
I had the same problem with the yellow and green locks in the unlocking level. I think red/yellow/blue/white should be fine.
Or maybe don't use colors at all. There are a lot of characters left...
Same games have a color-blind mode. It might be a good idea to implement something like that, rather than trying to make the base game accommodate everyone's varying eyesight.
just let people pick their own colors and call it a day.
And here there is the possibility of leaving in the secret markers for the editable regions. Make it an option.
Another colorblind here, had some issues too. Although I didn't had many problems, except in Level.14_crispContest. :+1: for colorblind/high contrast version, I could help with that if you'd like.
If you'd like to help, that would be great! Ideally, there would be some sort of setting to toggle high-contrast mode on and off. Unfortunately, we don't have a Settings panel yet (see #170).
Ok, In those days I should have some time, have you already done something about the #170 Option Panel? Otherwise I'll open the games.
One could add a 'name'->'color' mapping to one of the editable script files, so that the color can be configured that way.
I think that would suit the style of the game better than an options dialog
@MaPePeR : That's a cool idea, but the editable script files don't appear until the last level.
What might be cool to have is a separate /options
directory in the menu that appears from the start, and perhaps contains a JSON file that the player can modify:
{
'colors': {
....
}
'volume': {
'music': 0.5,
'sfx': 0.8
}
}
etc
Alternatively, it could be a JavaScript file with commented-out functions, like:
setOptions({
'colors': {
....
},
'keybindings': {
....
},
'volume': {
'music': 0.5,
'sfx': 0.8
}
});
// (Uncomment to execute commands)
// resetLevelState(levelNum)
// exportGameState()
// importGameState()
Although you'd need to take care to ensure that it didn't provide a single way to solve all the levels (e.g. via a "little bobby tables" attack).