color blind mode

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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jjmafiae
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color blind mode

Post by jjmafiae »

i found this: https://twitter.com/kinifi/status/39824 ... 48/photo/1

are any of you color blind?
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ejmr
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Re: color blind mode

Post by ejmr »

A friend of mine is color blind, specifically the protanopia class. As the thread title suggests, a color blind mode would be a useful tool to have. Does such a library already exist for LÖVE? If not, what does everyone think would be the best way to go about creating such a library? In the shmup I'm making I already worry about how well players can differentiate bullets from other things on screen, and that is not even taking color blindness into consideration. Having a library to emulate the different classes of color blindness would be a great utility in my opinion and I would be happy to contribute my time to such a project.
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micha
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Re: color blind mode

Post by micha »

There is a tool for this, which colors your whole desktop according to different sorts of color blindness: Color oracle
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ejmr
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Re: color blind mode

Post by ejmr »

Thank you for the link :)
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Inny
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Re: color blind mode

Post by Inny »

It's good practice to design with color blindness in mind. Some source quote 10% of males are red-green or green-deficient color blind, but even then most people have difficulty with the Ishihara tests.
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T-Bone
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Re: color blind mode

Post by T-Bone »

It shouldn't be too hard to write a shader to simulate colorblindness. A decent approximation for red-green blindness could be to turn any pixel (r, g, b) into ( (r+g)*0.5, (r+g)*0.5, b) for example.
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