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UX didn't design with localized strings in other locales being up to ~40% longer in their mock ups

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  • 2
    Or unicode characters
  • 2
    Translation and stuff is a hell, even with poedit. It takes a lot of time indeed. Also, in most applications I've worked the translations were barely used. Plain English ftw. My current project displays time with timezone support. That's all it does. That's how far I will go.
  • 1
    Dealing w/ this exact shit.

    GFX designers designing for one specific resolution && language.

    ...the game is multi-platform, though, so it's a fucking mess in other resolutions && other languages.
  • 1
    @D-4got10-01 Fucking ouch.

    Never mind mobile with the notches and curved corners
  • 2
    @BordedDev Precisely.

    One of the menus is truly fucked due to insets, as a menu item is placed in an area that should be free of any interactive elements.

    The game runs in 'Immersive Full Screen' i.e. the Navigation Bar is hidden by default.

    Result is if you want to show the Navigation Bar, you _will_ accidentally trigger the menu item.

    Sadly, once the feature was in, no one cared about me pointing out this glaring problem.
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