MegaGlest Forum
Archives (read only) => Glest Advanced Engine => Feature requests => Topic started by: Psychedelic_hands on 11 October 2010, 11:54:48
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I just find it weird how there is two greens and no brown... There could also be white and black.
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Black is no good (think minimap), white I don't like, but a slightly off-white could be good, there'll certainly be a brown when we go to 12 players.
Suggestions are most welcome, and peoples ideas for a 12 colour palette are encouraged...
Colour me in!
(http://i687.photobucket.com/albums/vv231/silnarm/glest/team_colours-1.png)
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[img]http://img818.imageshack.us/img818/3130/utennavn.jpg[/img]
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[img]http://img251.imageshack.us/img251/3052/12colours.png[/img]
I can't see these getting mixed up with each other. Light is a next to white yellow which takes place of white and 'azure' is a near black blue taking the place of black. Aqua and Sky can be told apart and they're the hardest out of the lot, thanks to the tint of yellow Light is very different to Sky and can be picked out from Aqua too.
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Epic fail at gold and yellow.
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(http://i636.photobucket.com/albums/uu82/Zoythrus/team_colours-1.png)
here's my input...
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Warning - while you were typing 4 new replies have been posted. You may wish to review your post.
That was fast. :O
Is this what the first eight are?:
f00, 00f, 070, ff0
f0f, 0ff, 0f0, f70
[URL=http://img827.imageshack.us/i/66823466.png/][IMG]http://img827.imageshack.us/img827/1918/66823466.png[/img][/URL]Bottom row: 707, 777, eff, 750
Although, I thought actual white looked quite fetching...
[URL=http://img809.imageshack.us/i/whitetc.jpg/][IMG]http://img809.imageshack.us/img809/9646/whitetc.th.jpg[/img][/URL]
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ive used black before, and it looked good too.
but John is right, we need white! (haha, i rhymed...)
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White on minimap 2?
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Black does look badass. Too bad the mini-map is so dark.
Updated for eventual 16-player matches.
[URL=http://img841.imageshack.us/i/72941583.png/][IMG]http://img841.imageshack.us/img841/1194/72941583.png[/img][/URL]
f00, 00f, 070, ff0
f0f, 0ff, 0f0, f70
707, 777, eff, 750
700, aaf, 077, 955
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The current colours are:
1 Red: 0xFF, 0x00, 0x00
2 Blue: 0x00, 0x00, 0xFF
3 Green: 0x20, 0x7F, 0x00
4 Yellow: 0xFF, 0xFF, 0x00
5 Purple: 0xBF, 0x00, 0xBF
6 Cyan: 0x00, 0xBF, 0xBF
7 Lime: 0x4C, 0xFF, 0x4C
8 Orange: 0xFF, 0x7F, 0x00
The value for 'Lime' is the one used for the team texture (ie, on models) while a slightly different shade is use on the minimap.
Here's the 16 colour version I came up with a while ago, it has several obvious problems though...
(http://i687.photobucket.com/albums/vv231/silnarm/glest/16_team_colours.png)
Although, I thought actual white looked quite fetching...
Is that white? or grey...
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Is that white? or grey...
Pure white, but of course the textures aren't pure alpha, so it darkens it to a dingy grey like on those are-your-clothes-really-white bleach commercials for some of them.
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Ok.. mix 'n' match, how about this:
(http://i687.photobucket.com/albums/vv231/silnarm/glest/16_team_colours_new.png)
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Ok.. mix 'n' match, how about this:
(http://i687.photobucket.com/albums/vv231/silnarm/glest/16_team_colours_new.png)
i can agree on this, although the 1st column, 2nd row and the 4th column, 1st row look too similar
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Maybe, I will give my opinion when tested in-game.
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Some of those are nice, and I do like a few of your colors better than mine, but I feel some of yours are a bit dark for our mini-map. I swapped out my weird brickish color for your tan, my magenta for your lavender, and I don't remember what else.
[URL=http://img692.imageshack.us/i/tc2k.png/][IMG]http://img692.imageshack.us/img692/167/tc2k.png[/img][/URL]
Now that I look at it, off-white and light tan may be a little too similar.
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I like John's ;D But your right, the tan and white are too similar.
Why not some pink? haha
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Some of those are nice, and I do like a few of your colors better than mine, but I feel some of yours are a bit dark for our mini-map. I swapped out my weird brickish color for your tan, my magenta for your lavender, and I don't remember what else.
[URL=http://img692.imageshack.us/i/tc2k.png/][IMG]http://img692.imageshack.us/img692/167/tc2k.png[/img][/URL]
Now that I look at it, off-white and light tan may be a little too similar.
They grey and 'moss green? (4th row, 3rd box)' are a bit similar, maybe darken one of them. (My colour eye sight isn't the best lol, I've also got that problem with not being able to tell apart a lot of Red and Green stuff that are close together, like those dot test things). Also the lavender (2nd row, 1st box) and light blue (4th row, 2nd box) are maybe a bit close. I like the Yellow, Orange, Brown and Tan, the Green, Lime and Moss, then Blue, Cyan, Sky (10 so far). Red, Dark Red and Purple but not the Lavender, its too pale and catches with sky too much, would be better if it was Magenta (up to 14 now).
White does stand out enough from the other bright colours so I agree with having a pure white (15/16), thing is I shade some of my team colours onto my models (such as hair colouring) so white and grey are gonna mix up, well grey will be slightly darker but maybe not enough, grey could be a next to black shade, or we could have a very dark blue or something.
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Well, reading through this thread I don't think 16 or even 12 players is going to be good... In MegaGlest it's hard enough keeping eight team-colors separate. But seriously back up, most of the colors on the 12 and 16 tiled boards are similar enough so that little dots on the minimap are going to blend together.
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Let's start with the 12. The first 4 colors should be the most distinguishable, followed by the first 8 colors, etc; In short, similar colors would be the default color for later players. ie: Colors 5 and 9 in john's sample would be fairly similar, particularily on the fly or with the partial transparency that most team color is. Thus, number 9 could be number 16 (thus, less likely to see that color in the game at the same time, meaning less mix ups.
And the tan is definately a bit too similar to the white.
My attempt:
[img]http://img221.imageshack.us/img221/6554/colorsk.png[/img]
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Let's start with the 12. The first 4 colors should be the most distinguishable, followed by the first 8 colors, etc; In short, similar colors would be the default color for later players. ie: Colors 5 and 9 in john's sample would be fairly similar, particularily on the fly or with the partial transparency that most team color is. Thus, number 9 could be number 16 (thus, less likely to see that color in the game at the same time, meaning less mix ups.
And the tan is definately a bit too similar to the white.
My attempt:
[img]http://img221.imageshack.us/img221/6554/colorsk.png[/img]
Player 5 (lavender) should be something else as its to close having purple, magenta and lavender, maybe a near black blue?
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Anything too close to black won't show up in Dark Forest, and anything too close to white (just realized this is what Gabbe meant) won't show up in Winter. We could keep the tan if we got rid of the white. Instead of magenta, we should probably make the lavender a bit more pink so it doesn't look so much like light blue. I would say get rid of light blue because it looks too much like cyan, but I like light blue better. I really don't like that new really pale green. I think it looks closer to white than the tan did.
Since we already have the first eight, I think we can leave those alone, and out of everything that's been posted so far, we should be able to pick the next four for now. The four after that can come later, I suppose. Most people's internet and hardware probably can't handle 16 players right now anyway.
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Since we already have the first eight, I think we can leave those alone, and out of everything that's been posted so far, we should be able to pick the next four for now. The four after that can come later, I suppose. Most people's internet and hardware probably can't handle 16 players right now anyway.
Well, the maximum player count and maximum colour count need not be the same number, so long as GameConstants::maxColours >= GameConstants::maxPlayers.
A few similar colours doesn't really hurt either I don't think, most games are likely to involve only a few 'teams', and giving similar colours to team mates is something I naturally do already (split the spectrum, blue -> green Vs yellow -> red).
Also, the DropList to select colours was a horrible hack, so I'll clean that up and make it 16 colours, I'm probably going with these for the defaults,
(http://i687.photobucket.com/albums/vv231/silnarm/glest/16_team_colours_default.png)
but I'll also make sure to load them from some file so they can be overridden.
Will post some screenshots once I have it going. I have a grey and white in there... which I think might both be problematic, but I don't know what else to use, so we'll try them and see. Worst case scenario, we can just set GameConstants::maxColours = 14;
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Maybe a option to set all allied players with one colour and all enemy on one*question mark, American or UK keyoboard setup*
Or, a option to put all allied on the minimap in green and all enemy on red, but in the main agme screen have them have black and white@same as above..
Or maybe a warning saying *Warning similar colours selected!
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a similar colors warning would be nice, and so would making teams similarly colored (this should be an option.)
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I remember Galactic Battlegrounds (an Age of... spin-off) had an option for showing all enemies as red. I think allies were blue and neutrals were yellow, but I could be wrong as I haven't played it in years.
I think dividing up the palette based on the number of teams seems like a good idea. For two teams, it could split the palette into top and bottom halves, four teams would divide it into quarters, eight teams would divide it into eighths. Not sure about the numbers in between, though.
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I disagree with a similar colors warning, though I do like the idea of an ability to change the team color (such as with a hot key) so that you would be green, allies blue and enemies red. If I recall, AoE2 did exactly that, and it worked so well that I used it all the time instead of normal team color.
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I remember Galactic Battlegrounds (an Age of... spin-off) had an option for showing all enemies as red. I think allies were blue and neutrals were yellow, but I could be wrong as I haven't played it in years.
you mean...i wasnt the only one who played that game?!
this was to make differentiating easier (although i never used it)
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Ok, after much messing around, I came to the conclusion that John is right, and the dark colours don't show well on the minimap. Even the existing purple is not so visible...
However, avoiding all dark colours severely limits our choices, and makes it near impossible to come up with 16.
Interestingly, white is in. It looks fine on the winter tileset, grey was actually much worse, and has been given the boot.
So, here is the current palette... subject to last minute tweaking of course ;)
(http://i687.photobucket.com/albums/vv231/silnarm/glest/colours-outlines.png)
The colour in the middle is the 'actual player colour', and the colour outlining it used on the minimap, to outline that factions units.
eg,
(http://i687.photobucket.com/albums/vv231/silnarm/glest/minimap_newlook.png)
The ability to switch to a green-blue-red system as suggested might be nice, and wouldn't be too hard to do, but with 16 colours to chose from now, arranging teams by hue should be sufficient I think.
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is it just me, or is there too much purple-like colors? i know that colors are limited (you cant just make infrared a usable color), but and we get less purple?
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That looks cool and awesome silnarm. great job :thumbup:
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I think all the colours look good there and the Green, Blue, Red system is good too, maybe the colours Player, Ally and Enemy colours can be changed in the options, though I'd go for Green, Blue and Red anyway?
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I'm lovin' the outlines, looks cool :)
and I can't complain about the colours.... Maybe you could have a black with a white outline and a white with a black outline?
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is it just me, or is there too much purple-like colors? i know that colors are limited (you cant just make infrared a usable color), but and we get less purple?
You don't like purple??
Looks fantastic Silnarm, the outline makes it very easy to see and quite efficent. Excellent job!
Another possible idea: The ability to choose a custom color, such as with a hex value in some xml (ie: #FF0000 for red) or a method similar to glest's current XMLs (ie: red="1.0", blue="0"...).
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Now the creative ideas start to floruish again properly, How far will 16 players be away?
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Now the creative ideas start to floruish again properly, How far will 167 players be away?
Glest is going to be an MMO?
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Oh sorry, i typed wrong :)