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Infomagic - Games of Daze (Summer 1995) (Disc 1 of 2).iso
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#EF
#T15,1,Chapter 3 Using Color Pg. 5
#HS,1,4,80,25,11,1
#C4,R5
~W~ILooking Good~Y~I
To produce ~G~Ihigh quality~Y~I graphically-oriented applications, it helps if you
know a few things about art, ~K~C~Ispecifically painting~Y~I. Different colors have a
~R~Idifferent impact ~Y~Ion the viewer's perceptions. Some colors relax us,
some make us more apprehensive. Other colors can indicate danger or safety.
All of this must be taken into consideration when writing a game or other
graphically-oriented program.~k
#WN
The success or failure of a program can be determined more by how ~W~I"pretty"~Y~I
it is than by how well it's written. I've seen programs with very adequate
functionality go right down the tubes because they were ugly.
#WN
You don't have to be an artist to write good-looking games, but it's a good
idea to show several people your game before releasing it. Pick people that
will be honest about the game's appearance. If the color scheme you've
picked stinks, it's nice to know it before you put your game out on the
market.
#WN
Now we're ready to talk about animation, so let's move on to the next
chapter.
#WN
#X