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When playing, I find it hard to focus on enemies and items since the background is just as bright as foreground elements. This is noticeable right away in the very first level of episode 1, but it's something I experienced on several levels.
Would it be possible to have an option that darkens the background tiles and parallax skies by 50%, but leaves solid tiles, enemies and items unaffected? Combined with the smooth movement option, this could provide better accessibility for the game.
Edit: The way I'm doing it also doesn't catch nonsolid tiles with partial transparency:
Ah, the semi-transparent portions of the animated flames in that level are actually actors, not tiles. So to have them included in the darkening would require some kind of tagging as "background element", and then applying the darkening in the sprite rendering system.
case ActorID::Flame_jet_1: // Rocket exhaust flame left
To avoid darkening foreground tiles, you could have the color modulation in MapRenderer::renderBackground instead of renderTiles. Which tiles are solid doesn't always correspond to them being in the foreground necessarily but hopefully it does most of the time.
Based on Calinou's request and WIP branch, this improves the game's accessibility by adding an option that emphasizes dynamic objects in the game. ( Issue lethal-guitar#833 )
Based on Calinou's request and WIP branch, this improves the game's accessibility by adding an option that emphasizes dynamic objects in the game. ( Issue lethal-guitar#833 )
When playing, I find it hard to focus on enemies and items since the background is just as bright as foreground elements. This is noticeable right away in the very first level of episode 1, but it's something I experienced on several levels.
Would it be possible to have an option that darkens the background tiles and parallax skies by 50%, but leaves solid tiles, enemies and items unaffected? Combined with the smooth movement option, this could provide better accessibility for the game.
I have a WIP implementation which is working well, but it darkens solid tiles as well: https://github.com/Calinou/RigelEngine/tree/add-darken-background-option
It might not be a problem in practice, but I still need to make it a toggleable option before I can open a PR.
Edit: The way I'm doing it also doesn't catch nonsolid tiles with partial transparency:
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