Earlier quoted context omitted.
While software should be designed with accessibility in mind, ideally this could be managed by the display, allowing applications to be agnostic to the needs of colour blind users. Would it be possible for displays to insert a colour-transformation layer to shift all colours to different palettes which are more distinct for each type of colour blindness? This might only work for partial colour blindness, but does any…
AFAIK, colour blindness ranges from barely an issue to an almost complete "grey-scale" style of insensitivity to colour. In general, the only safe design choice is ensuring that no decision-critical information is conveyed through colour alone.
Game about squares
191–200 of 208 posts
Re: Game about squares
#192Earlier quoted context omitted.
AFAIK, colour blindness ranges from barely an issue to an almost complete "grey-scale" style of insensitivity to colour. In general, the only safe design choice is ensuring that no decision-critical information is conveyed through colour alone.
So, service idea: pass a complex color-blindness test (on your setup) and it will generate a color profile suited for you (and your setup). I wonder if it is possible without ruining the appearance of everything else (never really looked into how color profiles work).
The good side is that it would be a correct representation of the accuracy of color recognition of the system screen-eye, which is much more relevant from a design perspective.
Re: Game about squares
#193Really liked the game, but I'm colorblind and it blocked me on level 20: I can't tell which square should go on which circle ( http://imgur.com/CX7XWJ4 ). I genuinely played that level as if the two bottom squares were the same. Maybe you could add another differentiator, like a different shape.
Re: Game about squares
#194Solver and solutions: https://gist.github.com/CyberShadow/39f43cf25dac0534f8a9 The solver uses BFS with delayed duplicate detection for pruning visited states (instead of, say, hash tables). The DDD part can be summed up in two lines of code: prevStates = (prevStates ~ states).sort.uniq.array(); states = nextStates.sort.uniq.setDifference(prevStates).array(); // ... expand states into nextStates ... These were part o…
Javascript is not the best language to write AI.
Re: Game about squares
#195Earlier quoted context omitted.
Squares can push other squares sideways.
I think there are those people who persist and work it out, those who politely ask for help (OP) and those who say "Impossible. Game is broken!" and leave you a 1* review on the App Store. We just released our first iOS game and sadly that latter group can be enough to hurt your ratings!
I've left 1* ratings for games I play all the time because I absolutely hated the in-app purchase intrusiveness.
Re: Game about squares
#196Re: Game about squares
#197Re: Game about squares
#198Really liked the game, but I'm colorblind and it blocked me on level 20: I can't tell which square should go on which circle ( http://imgur.com/CX7XWJ4 ). I genuinely played that level as if the two bottom squares were the same. Maybe you could add another differentiator, like a different shape.
Re: Game about squares
#199Earlier quoted context omitted.
I made a web based one a few years ago which I'll take the opportunity to shamelessly plug: http://sokobanjs.com
And here's a text-terminal version in a couple pages of Python: https://github.com/darius/sturm/blob/master/sokoban.py -- I'd like to see more small, readable game implementations to learn from.
Re: Game about squares
#200Earlier quoted context omitted.
I think there are those people who persist and work it out, those who politely ask for help (OP) and those who say "Impossible. Game is broken!" and leave you a 1* review on the App Store. We just released our first iOS game and sadly that latter group can be enough to hurt your ratings!
Do you ever get constructive feedback from 1* ratings? I've left 1* ratings for games I play all the time because I absolutely hated the in-app purchase intrusiveness.
I think a 1* rating for a free game relying on ads or IAP is a bit rough unless the requests are brutally intrusive. In the case of our game, we show an ad between each game that is instantly dismissible. 10-20% of the time we show an upgrade modal in case people want to ditch the ads and get extra features.
One of the ad networks we beta tested had unskippable, 30 second video ads with sound!