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Color font
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beia



Joined: 18 Mar 2006
Posts: 920
Location: Texas

PostPosted: Wed Nov 08, 2006 4:52 pm    Post subject: Color font

We need to add some color to this game, there is hardly any color at all, not to compare Ar to any other mud but seriously AR is the only mud i have ever played that lacks color to a drgree, Agree or disagree?
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Vhrael
Immortal


Joined: 06 Jan 2006
Posts: 1085
Location: Texas

PostPosted: Wed Nov 08, 2006 5:15 pm    Post subject:

Different clients allow you to change the color of text. Just a thought.
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Vanisse
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Joined: 06 Jan 2006
Posts: 2793
Location: inside a tree

PostPosted: Wed Nov 08, 2006 5:22 pm    Post subject:

personally, if you're talking about rooms and stuff like that, i would be horrified if we put colors into them, because it would make my job 1342039578304927 times more eye-ruining, and i'd be walking around with telescopes instead of glasses on my face. Laughing

seriously though, colors tend to distract me from actually reading anything that's in it. i just go "ooh, green, cool" and walk on (while, i understand, a lot of people already just walk on without reading them... maybe this is a moot point)
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beia



Joined: 18 Mar 2006
Posts: 920
Location: Texas

PostPosted: Wed Nov 08, 2006 6:27 pm    Post subject:

I was leaning more on font color for titles or armor some rooms already have color, and how about some colorfull spells!! and a Color code so you can talk in color ex ($8 = red) emote says in a deep voice "$8Get out of here"

Just a thought [/u]
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Vanisse
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Joined: 06 Jan 2006
Posts: 2793
Location: inside a tree

PostPosted: Wed Nov 08, 2006 6:34 pm    Post subject:

there are colorful spell *deaths*... i think if you turn on spell colors you'll see auras and stuff in color too. i agree, seeing prismatic spray actually do the color it's supposed to would be fun.

as for titles, the who list already looks pretty colorful what with all the <PK> and [CABAL] and <COTERIE> flags, not to mention (ANATHEMA/BOUNTY/GIMPMEPLEASE) ones, so it doesn't really need title flavor really. it'd end up feeling like everyone was perma-stoned...
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Smotpoker



Joined: 19 Jul 2005
Posts: 552
Location: In my shadow

PostPosted: Wed Nov 08, 2006 6:57 pm    Post subject:

HEY nothing wrong with being perma-stoned
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10348
Location: 0x0000

PostPosted: Wed Nov 08, 2006 9:13 pm    Post subject:

There's plenty color.

Quote:
'COLOR'
Syntax: color <on/off/option>
Default: on/damage/channels/emotes

The color command allows you to tailor your color display to your own
personal tastes. Although a limited selection is provided, if you have
more events you would like to colour, you should find that an average MUD
client will provide a means of highlighting what you want.

Color options:
Auras - white aura, translucent, faerie fire, etc
Damage - all damage displays red
Emotes - player emotes and pmotes are displayed in green
Exits - room exits are coloured white
Sectors - room names are coloured based upon terrain type
Spells - certain affect changes are coloured, e.g. getting blinded, healing it
Weather - weather changes are coloured

More options may become available in the future.

See also: HELP AUTOLIST



It just doesn't default "ON" for the most part.
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Davairus
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Joined: 16 Jan 2004
Posts: 10348
Location: 0x0000

PostPosted: Tue Nov 14, 2006 2:07 pm    Post subject:

Added new options:

channels - so you can turn off annoying dark blue cb etc
disarms - shows when weapons are disarmed or dropped due to strength issues
room names - just a rename from sectors
affects - rename from spells, lets you see easily if you get blinded, lose prot shield, etc
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trance_monkey



Joined: 16 Nov 2005
Posts: 198

PostPosted: Tue Nov 14, 2006 2:28 pm    Post subject:

Could there be an option to select the color itself?

I noticed the disarm color is dark gray, could I change it to pink or something?

Much easier to see pink.

Cool
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10348
Location: 0x0000

PostPosted: Tue Nov 14, 2006 2:45 pm    Post subject:

I hope to get to customization of colours at some point. Unfortunately its not as easy as it might seem.
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trance_monkey



Joined: 16 Nov 2005
Posts: 198

PostPosted: Tue Nov 14, 2006 7:30 pm    Post subject:

that's cool, no rush
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ryokan



Joined: 09 Nov 2006
Posts: 22

PostPosted: Tue Nov 14, 2006 9:11 pm    Post subject:

i got my colors strait with this client. http://rhoneware.com/ is easy too add color with, just enter the first words of the line you want colored and click on the colors desired for the text. i have youve been disarmed, your skill increases, and you level up in pink. pink rocks. Cool its a very newb friendly client.
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beia



Joined: 18 Mar 2006
Posts: 920
Location: Texas

PostPosted: Wed Nov 15, 2006 11:28 am    Post subject:

ryokan wrote:
i got my colors strait with this client. http://rhoneware.com/ is easy too add color with, just enter the first words of the line you want colored and click on the colors desired for the text. i have youve been disarmed, your skill increases, and you level up in pink. pink rocks. Cool its a very newb friendly client.



I downloaded the client and am confused, is it a highlight? or what do I do to add color to different things?
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10348
Location: 0x0000

PostPosted: Fri Nov 24, 2006 8:39 am    Post subject:

Quote:
COLOR
Syntax: color <on/off/option>
Default: on/damage/channels

The color command allows you to tailor your color display to your own
personal tastes. Although a limited selection is provided, if you have
more events you would like to colour, you should find that an average MUD
client will provide a means of highlighting what you want.

Color options:
Auras - white aura, translucent, faerie fire, etc
Affects - affect changes are coloured, e.g. getting blinded, healing it
Channels - communication channels (e.g. say, gtells) are colorized
Damage - all damage displays red
Disarms - colour when you get disarmed, weakened-drop, etc
Emotes - player emotes and pmotes are displayed in green
Exits - room exits are coloured white
Roomnames - room names are coloured based upon terrain type
Target - your alias target is colorized
Weather - weather changes are coloured

More options may become available in the future.

See also: HELP AUTOLIST


Target option has been there, sorry I forgot to mention it.
Here is how the target command works.

1) type target <some name> (without the tags)
2) turn on "color target", it'll be white on where/in room
3) use $$ inside your aliases, this'll expand too. Should be handy.
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Jamus



Joined: 18 Jun 2005
Posts: 577
Location: Valour

PostPosted: Sat Nov 25, 2006 4:57 am    Post subject:

yeah, it's the hilites.
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marsd



Joined: 16 Jan 2004
Posts: 832
Location: Magewares

PostPosted: Sun Nov 26, 2006 12:22 pm    Post subject:

You'd probably confuse the hell out of the average user.. and white is bad for both black and white backgrounds. On black backgrounds, there's almost no difference between targetted text and normal text. White on white background... that's gotta be terrible.

I'd suggest blue or orange.

Here's how you use targetting built into AR:


1. alias 1 dirt $$
2. alias 2 murder $$
3. target Player
4. color target
5. proceed to PK

(removing target = untarget)
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beia



Joined: 18 Mar 2006
Posts: 920
Location: Texas

PostPosted: Mon Nov 27, 2006 7:22 pm    Post subject:

ok i get it Very Happy nice addition
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10348
Location: 0x0000

PostPosted: Sat Dec 09, 2006 10:24 pm    Post subject:

For colours, I'm looking to provide options that its reasonable to say "ok, the client can't do this, but its really helpful". For example, if you want to colour up spells, you can definitely use your own highlighter, and its a waste of time for me to do. But if you wanted to color up room names by terrain type (available for the last year), or objects on the ground (not available), then that'd be nearly hopeless to try doing with a client, so let me know if you're doing something like that.

Immediately, I'm looking for some suggestions for the damage colours, that being the weakest of all the available options. Right now its all red, which is almost completely cosmetic (most of it is already capitalized). That's a place where we can use colour to indicate more information to help assess whats happening - for instance, who's damaging who, whether its aimed at you, etc (I noticed invokation is using bold to help sort this out). If anybody has already thought that through, pass on what you have...

Other than that, suggestions are welcome, but follow the "can I do this myself?" mantra please.
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Amdorin



Joined: 16 Jan 2004
Posts: 829
Location: No matter how much a failure, no life is worthless. You can always serve as a bad example.

PostPosted: Sun Dec 10, 2006 2:41 am    Post subject:

I think the damage being done to you should be red still. It's a nice alert color.

Damage from others to others can just be gray, it doesn't matter as much.(Even in regards to tending to a tank because you have the Tank prompt too)

And the damage you're dishing out should feed back in some kind of blue, or yellowy orange or brown or something.

I think those are the most important aspects of discerning damage.
1)Damage hitting you.
2)Damage from others to others.
3)Damage you're doing.
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Esura



Joined: 29 Jun 2006
Posts: 129

PostPosted: Sun Dec 10, 2006 8:01 pm    Post subject:

Currently, when an attack misses I think its colored in like teal or something. I don't really care if an attack misses me, so I think those could just be left white, so that the other things that have color can be emphasized more. After all, parries, dodges, and shield blocks aren't in color, why should misses be?

And I think damage that you do to others should be green, because it's a nice opposite from red and the color green generally has a good connotation.
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