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Old 12-26-2020, 04:34 PM   #18
GerReader
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GerReader has read War And Peace ... all of itGerReader has read War And Peace ... all of itGerReader has read War And Peace ... all of itGerReader has read War And Peace ... all of itGerReader has read War And Peace ... all of itGerReader has read War And Peace ... all of itGerReader has read War And Peace ... all of itGerReader has read War And Peace ... all of itGerReader has read War And Peace ... all of itGerReader has read War And Peace ... all of itGerReader has read War And Peace ... all of it
 
Posts: 52
Karma: 66200
Join Date: Oct 2020
Location: Germany, Rhein-Main
Device: PocketBook Touch HD 3
Quote:
Originally Posted by Markismus View Post
Did you change the colors for the Pocketbook? Or do you know how to tweak them? Would you be willing and able to make a menu item to change them? (Preferences differ and hardcoding them wasn't that good an idea to begin with.)
Sure, I went over all games and tweaked them to the greyscale screen. That was actually one of the major efforts in developing the app.

Simply converting the colors to according grey value wasn't sufficient at all. For example, in the original games an error is often just marked in red colour instead of black. A naive conversion of the red RGB value to grey would just make it a light grey, totally unsuitable to catch the puzzler's attention. I often changed this to something like a dark/black background and a light / white number, for example in the 'solo' or the 'loopy' game. Or I changed red error lines to dotted lines.

Furthermore, I already tried to tweak the game colors to give as much contrast as possible on the screen of my device (Touch HD 3). I tried to restrict the colors to as few as possible, in regular intensity intervals; like 0%, 25%, 50%, 75%, 100% when I needed 5 colors. In some games, even only 0%, 50%, 100% intensity.

All the colors are actually hard-coded in the original code. The colors are found in the function 'static float *game_colours(frontend *fe, int *ncolours)' in each individual game file. If you want to see an example how it looks like in my converted games, here for the 'solo' game:

https://github.com/SteffenBauer/Pock...s/solo.c#L4241

As you see, there are a lot of different color names for different game elements. It would first need to consolidate them all, otherwise we would have a huge menu with a lot of different entries. Furthermore, the color names differ quite wildly between the games.

And then the Pocketbook Color was released this year, which further complicates things...

Do you happen to have an example of a game in the app where the contrast on the eInk screen could be improved?
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