Colour Committee 2013 & A Sneak Peek

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-=- Tanarri -=-
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Re: Colour Committee 2013 & A Sneak Peek

Post by -=- Tanarri -=- »

I have to say it's awesome that 12 player games are finally becoming a reality. It gives me hope that the XML may one day see the overhaul that's been long overdue and would breathe more life into map design.

I'd be interested in throwing in my two cents as well. I'm not sure how much of a time commitment is required, but if it's fairly minimal, then I'm in.
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rdsrds2120
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Re: Colour Committee 2013 & A Sneak Peek

Post by rdsrds2120 »

-=- Tanarri -=- wrote:I have to say it's awesome that 12 player games are finally becoming a reality. It gives me hope that the XML may one day see the overhaul that's been long overdue and would breathe more life into map design.

I'd be interested in throwing in my two cents as well. I'm not sure how much of a time commitment is required, but if it's fairly minimal, then I'm in.


Many hands make light work -- we have a good turnout so far, it seems. If you end up joining and find yourself too busy, don't worry about it. :)

BMO
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-=- Tanarri -=-
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Re: Colour Committee 2013 & A Sneak Peek

Post by -=- Tanarri -=- »

rdsrds2120 wrote:
-=- Tanarri -=- wrote:I have to say it's awesome that 12 player games are finally becoming a reality. It gives me hope that the XML may one day see the overhaul that's been long overdue and would breathe more life into map design.

I'd be interested in throwing in my two cents as well. I'm not sure how much of a time commitment is required, but if it's fairly minimal, then I'm in.


Many hands make light work -- we have a good turnout so far, it seems. If you end up joining and find yourself too busy, don't worry about it. :)

BMO


In that case, count me in :)
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TheForgivenOne
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Re: Colour Committee 2013 & A Sneak Peek

Post by TheForgivenOne »

I was there when it was submitted. I'd like to be apart of the colour committee :D
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Re: Colour Committee 2013 & A Sneak Peek

Post by SirSebstar »

ill help out. i have difficulty seperating colors(colours) as it is already, so i am certainly interrested in making the divide big enough to notice
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Re: Colour Committee 2013 & A Sneak Peek

Post by IcePack »

Everyone's added up to here. :)
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JaneAusten
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Re: Colour Committee 2013 & A Sneak Peek

Post by JaneAusten »

In pls. ♥ I like to color! ;)
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NoSurvivors
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Re: Colour Committee 2013 & A Sneak Peek

Post by NoSurvivors »

IcePack wrote:
AdamKeith wrote:I'm interested. It might be useful to have a colour-blind person on board!


I'm trying to get a CB member to join currently. I've asked if they're interested.


[player]Krysys[/player]is colour blind i believe.. he might be interested :)
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dolomite13
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Re: Colour Committee 2013 & A Sneak Peek

Post by dolomite13 »

As a 20+ year veteran of UI/UX Web Design & Development I would love to be able to provide input. Please add me.

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Re: Colour Committee 2013 & A Sneak Peek

Post by IcePack »

Everyones added to here.
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Re: Colour Committee 2013 & A Sneak Peek

Post by BigBallinStalin »

midnight blue
black
light orange
magenta
dark orange
firetruck engine red
light purple
chartreuse
teal
silver
platinum
gold


You're welcome.
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Post by 2dimes »

Are you kidding me? You must be kidding me.
2dimes on Tue May 08, 2012 5:57 pm wrote:
  • Here's the current colours. red green blue yellow pink cyan orange slate
  • I added 18 more for 26 distinct colours I'm almost happy with, each begins with a different letter for "add color codes"
    a auburn
    b blue
    c cyan
    d drab
    e emerald
    f flax
    g green
    h heliotrope
    i ivory
    j jonquil
    k khaki
    l lemon
    m maroon
    n neon
    o orange
    p pink
    q quartz
    r red
    s slate
    t teal
    u umber
    v violet
    w wine
    x xanadu
    y yellow
    z zaffre

I had to cheat quartz as it was too close to slate, shades of grey I guess. The colour I used was Timberwolf.

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plurple
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Re: Colour Committee 2013 & A Sneak Peek

Post by plurple »

can i help pwease
plurple is not purple 8-[ 8-[ 8-[ 8-[ 8-[
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Re: Colour Committee 2013 & A Sneak Peek

Post by IcePack »

plurple wrote:can i help pwease


I think we are close to wrapping up.
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cairnswk
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Re: Colour Committee 2013 & A Sneak Peek

Post by cairnswk »

in pls
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Fewnix
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Re: Colour Committee 2013 & A Sneak Peek

Post by Fewnix »

Great work has been done on the names of the colours, including different initials for each colour. =D> =D> =D> . I am not sure how this works out on picking the right "shades"on the "spectrum" of colours and different team combos but assume they should be roughly equidistant?

Assume we used the 216 shades on the:"standard" colour palette

http://en.wikipedia.org/wiki/Html_color
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For 12 players the colors should be 18 "shades" apart, for 6 players 36 "shades". 4 players 54 etc.. Are we going to have games with 5 players? and what about the make-up of teams. everybody gets their fair share of the spectrum??

For two teams each team has 1/2 the spectrum 108 :shades. If the two teams are made up of two players. each of the four players should be 56 shades apart, If the two teams are made up of 6 players, each of the 12 players should be 18 shades from other players..

so we could have games of two teams, made up of 2, 3, 4, or 6 players on each team, each player in the game equidistant? What about two teams of 5 players each, is that possible ?

I assume three teams- each owning 72 "shades" is possible, three teams of 2, 3 or 4 players?

Four teams of 2, or 3 players? Six teams of 2 players?

Five teams of two players?

Just asking O:)

And the combos of team colours ties into the idea of shades equidistant from each other? :-s
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Re: Colour Committee 2013 & A Sneak Peek

Post by Dukasaur »

Trying to subdivide the colours through any kind of mathematical means doesn't work. I tried it when I was designing route maps and found that in some parts of the spectrum, a small change in numbers means a really visible difference, whereas in other parts of the spectrum a huge change in numbers is required to make a visibly different variant.

The human eye does not see evenly throughout the spectrum, and is much more sensitive in some areas than in others. It's too long since I did this so I don't remember it well enough to give you specific examples, but trust me, a purely mathematical treatment of the problem will give you really poor results.
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cairnswk
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Re: Colour Committee 2013 & A Sneak Peek

Post by cairnswk »

the other thing i think that must be accounted for is colour-blind variations - yes?
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Re: Colour Committee 2013 & A Sneak Peek

Post by ender516 »

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.
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greenoaks
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Re: Colour Committee 2013 & A Sneak Peek

Post by greenoaks »

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
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Re: Colour Committee 2013 & A Sneak Peek

Post by IcePack »

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

Post by greenoaks »

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

Post by Gilligan »

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

Post by agentcom »

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

Post by iAmCaffeine »

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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