1.19 Revise Team Colors - #11492
Conversation
…fake unit to test colors in game
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Blue and black and brown were reason for https://github.com/ProditorMagnus/Color_Modification For blue it is also important to verify chat names are not less readable than before. Though from this visualization I dont expect issues. |
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I've updated a few other colors, especially "light blue" so that it is more distinct from the new "blue". I will not change any more here.
I think blue will be better, brown will be OK, but black will be pretty hard to see against the dark chat background. On the other hand, making the black more grey makes the sprite ellipse disappear. I don't immediately see a simple way to make the chat messages look good for both dark and light colors. Adding a background color to the dark lettering would make it look like ncurses. There is already a special minimap color value, maybe there should be a special text value as well? Or we can change the ellipses.
I do want to get this in front of players before 1.20, so I'd like to squash and merge (assuming it passes CI) as soon as possible and that means next weekend. |
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Gold is the only one where I think after change it looks worse, but it is not a big difference. |
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Blue honestly looked really good before. The darker tone does give it more of a "grounded" look if that makes sense? It also fit thematically as blue is typically the "default" enemy color whereas red is typically the "default" player color and is lighter to reflect that. For the black color change, my main issue is that it's just dark purple now. Black is a nice color to have I think. As for Cyan (bottom right), I don't have any issue with it I think. (which probably also applies to any change I didn't mention) |
Black is a tough nut to crack. I think the engine needs changes for it to work. |
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I personally quite dislike the proposed blue colors, and the new blue colors look way too similar to each other at the moment, and it feels somewhat neon-y for lack of a better description. That sort of odd color on an obscure color palette (like gold, lightred, etc.) is fine, but blue is literally the most common enemy TC. with gold, the proposed color looks more like a dyed cloth, but I think the shinier original TC has its charm too I think stevecotton's approach to the blue/black TC problem is the best one - making the engine itself more flexible so that parts of the UI like fonts in multiplayer chat aren't ruined by dark TC, since the UI itself is where the main problems are. and for black, the proposed black is just dark-purple. better to add a custom ellipse color to ensure the ellipse is visible on black TC than to make black TC into something that isn't black at all. I think the proposed "black" TC could actually work as a new "darkpurple" TC palette (alongside other niche TCs like gold/etc.) since it is at least pretty distinct and would fit various evil factions pretty well, but it shouldn't be a replacement for black |
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I was unable to make Black work without engine changes. There are other color changes that would benefit as well. Some of the odd colors like Gold currently look bizarre, but they are distinct at least. Probably best to just focus on Blue and maybe Brown.
You say that as if these are competing approaches. |
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I've opened PR #11566 with support for the engine part of the text color. That would be an API addition of |
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Need to revise this with #11566 in mind. |

https://forums.wesnoth.org/viewtopic.php?p=705781#p705781 was the last straw, but blue TC has been a festering issue for a while. The image posted here, using the
magenta_team_color_palette.pngas a unit sprite to test in-game effects, shows the first six default colors.Fixing the effect on
magenta_team_color_palette.pngdoes not necessarily fix the color for the actual unit sprites, but Red (side 1) is generally well shaded, so this is a good starting point. Side 1 and 3 (red and green) had a good color mapping, but most of the rest seem to flatten out at dark too soon.