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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
-