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color blind mode

Posted: Tue Nov 12, 2013 10:46 am
by jjmafiae
i found this: https://twitter.com/kinifi/status/39824 ... 48/photo/1

are any of you color blind?

Re: color blind mode

Posted: Wed Nov 13, 2013 10:54 am
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.

Re: color blind mode

Posted: Wed Nov 13, 2013 11:17 am
by micha
There is a tool for this, which colors your whole desktop according to different sorts of color blindness: Color oracle

Re: color blind mode

Posted: Wed Nov 13, 2013 11:41 am
by ejmr
Thank you for the link :)

Re: color blind mode

Posted: Wed Nov 13, 2013 2:32 pm
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.

Re: color blind mode

Posted: Fri Nov 15, 2013 3:25 pm
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.