Making Accessible Games for the Disability-Aware Era - A Not-Fully-Comprehensive Guide by an Actual Disabled Developer

thanks so much for your addition, i’ll make sure to edit this in!

i will say the color filters on macs and iphones are placed in the accessibility settings for a reason- they don’t simulate colorblindness, they exist to help those with that type of colorblindness.
i can’t show it via screencaps because for whatever reason mac doesn’t work like that, but if i were to toggle the tritanopia settings on, it very, very noticeably changes the color blue on my screen, which is the color that those with tritanopia can’t see all that well. i have studio in my dock, and it changes it’s sky blue to a deep royal blue. same with the sky-blue banners here on devforum. otherwise, other colors aren’t as effected and look relatively the same.
the protanopia settings change colors a little, but noticeably turns red into magenta, while the deuteranopia settings change red and green enough to tell them apart.
the grayscale settings do appear to be just a filter, but you can tell red and green apart. there might be issue with telling apart green and teal with maroon and brown, or pink and purple from red and orange and sky blue, but that’s the only issue i can see.

i’m not as versed on colorblindness as i used to be, but i did make a comic when i was younger with colorblind protagonists, where pages were colored only in the specific character it involved primarily could see. this is another reason i can tell the color filters aren’t simulating colorblindness, but assisting with color differentiation.

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