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Search - "color blind"
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The color sucks on my laptop. It's simply not accurate at all.
Pink looks like purple, yellow looks like orange, the colors are dimmer than what they really are, and etc.
No wonder my group thinks I'm color blind. D:8 -
WASM was a mistake. I just wanted to learn C++ and have fast code on the web. Everyone praised it. No one mentioned that it would double or quadruple my development time. That it would cause me to curse repeatedly at the screen until I wanted to harm myself.
The problem was never C++, which was a respectable if long-winded language. No no no. The problem was the lack of support for 'objects' or 'arrays' as parameters or return types. Anything of any complexity lives on one giant Float32Array which must surely bring a look of disgust from every programmer on this muddy rock. That is, one single array variable that you re-use for EVERYTHING.
Have a color? Throw it on the array. 10 floats in an object? Push it on the array - and split off the two bools via dependency injection (why do I have 3-4 line function parameter lists?!). Have an image with 1,000,000 floats? Drop it in the array. Want to return an array? Provide a malloc ptr into the code and write to it, then read from that location in JS after running the function, modifying the array as a side effect.
My- hahaha, my web worker has two images it's working with, calculations for all the planets, sun and moon in the solar system, and bunch of other calculations I wanted offloaded from the main thread... they all live in ONE GIANT ARRAY. LMFAO.If I want to find an element? I have to know exactly where to look or else, good luck finding it among the millions of numbers on that thing.
And of course, if you work with these, you put them in loops. Then you can have the joys of off-by-one errors that not only result in bad results in the returned array, but inexplicable errors in which code you haven't even touched suddenly has bad values. I've had entire functions suddenly explode with random errors because I accidentally overwrote the wrong section of that float array. Not like, the variable the function was using was wrong. No. WASM acted like the function didn't even exist and it didn't know why. Because, somehow, the function ALSO lived on that Float32Array.
And because you're using WASM to be fast, you're typically trying to overwrite things that do O(N) operations or more. NO ONE is going to use this return a + b. One off functions just aren't worth programming in WASM. Worst of all, debugging this is often a matter of writing print and console.log statements everywhere, to try and 'eat' the whole array at once to find out what portion got corrupted or is broke. Or comment out your code line by line to see what in forsaken 9 circles of coding hell caused your problem. It's like debugging blind in a strange and overgrown forest of code that you don't even recognize because most of it is there to satisfy the needs of WASM.
And because it takes so long to debug, it takes a massively long time to create things, and by the time you're done, the dependent package you're building for has 'moved on' and find you suddenly need to update a bunch of crap when you're not even finished. All of this, purely because of a horribly designed technology.
And do they have sympathy for you for forcing you to update all this stuff? No. They don't owe you sympathy, and god forbid they give you any. You are a developer and so it is your duty to suffer - for some kind of karma.
I wanted to love WASM, but screw that thing, it's horrible errors and most of all, the WASM heap32.7 -
Spent two days debugging my algo to figure it was a problem with the colors they picked and my logic was fucking flawless!
Sweetest feeling ever :D
I'm sort of color blind so I never check colors and I'm really straight about it with everyone: I don't pick colors.
Its a rant with a happy ending :)6 -
I'm partially color deficient, which means I can differentiate most colors, except when there is a low contrast between them.
The genius freshers in my company (well, they joined at the same time as I did, but I still call them freshers because they never goddamn improved since they joined). Anyway, these freshers thought it'd be a great idea to take design decisions upon themselves and chose the shittiest colors ever for designing a complicated interface with the most horrifying color palette you'd have ever seen.
Everytime I'm asked to debug this page, I have nightmares as they explain things to me in terms of colors :/4 -
Out of curiosity for all the front-end web developers, do you normally test to make sure that your websites are accessible to the blind, color-blind etc.. ? (and i'm not just talking about "alt" attributes)
I've been working as a web developer for over 5 years now at several different companies with close to 100 websites and not a single one seemed to have even considered it. The first time it came up was because a client REQUIRED conformance level AA or higher (I had no idea this was even a thing). In my opinion, ensuring that your website is at least somewhat accessible should be an essential step in every project.
If anyone's looking for some tools to make testing easier you can check these out:
- axe - Web Accessibility Testing (chrome extension)
- Accessibility Insights for Web (chrome extension)12 -
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1 -
Does anybody know some good, preferrably rather high-contrast vim-colorschemes? Both light and dark.
Currently testing through tbe base16 collection. Tried solarized but aint my cup of tea.1 -
With my work putting more and more things on my plate that I don't want to work on and refusing to increase my pay proportionately I'm thinking about going freelance. My biggest argument against is this that I'm terrible with design.
What design tools to you guys use for mocking up a website? I use Windows and Linux for my work so Mac only apps aren't going to help.
I also struggle with colors. I've never been officially diagnosed as color blind, but I've been told I'm wrong about colors enough to know there's something going on there. Are there any good tools out there that can help select colors that go well together? I'm thinking if a company has a red they use for everything, I put that in and the tool gives me a few color pallettes to work with.
I've also thought about just finding a designer to work with, but then I have to budget for this person as well which means I'd have to take on even more clients. I want to improve my design abilities so I can do more myself.
Any help appreciated guys.2 -
Hey guys.
Does anyone have an idea of the proper way to answer this question.
It is testing your ability to communicate complex things.
"Describe the color green to a blind person"13 -
"The next time you see a sixteen-color, blind-embossed, gold-stamped, die-cut, elaborately folded and bound job, printed on handmade paper, see if it isn’t a mediocre idea trying to pass for something else." - Milton Glaser1
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Color blind people are so dramatic ffs.
Like bro, just go to settings -> general -> color vision. and toggle it on.4