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amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -2,7 +2,7 @@ Things to consider when building a cross-platform game: 1. Minimum button sizes for touch displays and small screen (eg steamdeck, mobile, nintendo switch hand held mode) is about 60 pixels. Anything smaller will fail lotcheck (Apple, Android, Nintendo). 2. Visual feedback of UI interactions (Android, Apple -> they'll reject a feature/showcase of your game if you don't have this). 3. Safe area/layout considerations. Avoid things like notches and app switch "chin". If you're making a game that can render edge to edge/without letter boxing, test at an aspect ratio of 21:12 (1680x960). Your safe are should be centered with an aspect ratio of 16:9 (placement of UI controls should always be in the safe area or they may be inaccesible because of notches and beveled edges). 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens (mobile, Steam Deck, Switch Lite). 6. Text fields is a world of pain on console and is delegated to the OS (think javascript alert box). -
amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -2,7 +2,7 @@ Things to consider when building a cross-platform game: 1. Minimum button sizes for touch displays and small screen (eg steamdeck, mobile, nintendo switch hand held mode) is about 60 pixels. Anything smaller will fail lotcheck (Apple, Android, Nintendo). 2. Visual feedback of UI interactions (Android, Apple -> they'll reject a feature/showcase of your game if you don't have this). 3. Safe area/layout considerations. Avoid things like notches and app switch "chin". If you're making a game that can render edge to edge/without letter boxing, test at an aspect ratio of 21:12 (1680x960). Your safe are should be centered with an aspect ratio of 16:9. 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens (mobile, Steam Deck, Switch Lite). 6. Text fields is a world of pain on console and is delegated to the OS (think javascript alert box). -
amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,7 +1,7 @@ Things to consider when building a cross-platform game: 1. Minimum button sizes for touch displays and small screen (eg steamdeck, mobile, nintendo switch hand held mode) is about 60 pixels. Anything smaller will fail lotcheck (Apple, Android, Nintendo). 2. Visual feedback of UI interactions (Android, Apple -> they'll reject a feature/showcase of your game if you don't have this). 3. Safe area/layout considerations. Avoid things like notches and app switch "chin". If you're making a game that can render edge to edge/without letter boxing. Test at an aspect ratio of 21:12 (1680x960). Your safe are should be centered with an aspect ratio of 16:9. 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens (mobile, Steam Deck, Switch Lite). -
amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 3 additions and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -9,4 +9,6 @@ Things to consider when building a cross-platform game: 7. Scrollable/overflow UIs are extremely inaccessible to the blind and those with disabilities related to motor function. 8. Option to reassign/re-pair gamepad must be provided in-game or it'll fail Nintendo lotcheck (reassignment options can be shown on start up or within a system menu -> best to do both). 9. Terms used within instructions of gamepad controls are very strict. Using the wrong term will fail lotcheck (eg saying "Use Directional to move player." does not use the correct terms). Using images avoids this problem. 10. Game should pause if a controller is disconnected. 11. Option to exit the app is not allowed on iOS and Console. 12. Option to exit the app using the Back soft key is a soft requirement on Google Play (feature request will not be allowed w/o this functionality). -
amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 2 additions and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -8,4 +8,5 @@ Things to consider when building a cross-platform game: 6. Text fields is a world of pain on console and is delegated to the OS (think javascript alert box). 7. Scrollable/overflow UIs are extremely inaccessible to the blind and those with disabilities related to motor function. 8. Option to reassign/re-pair gamepad must be provided in-game or it'll fail Nintendo lotcheck (reassignment options can be shown on start up or within a system menu -> best to do both). 9. Terms used within instructions of gamepad controls are very strict. Using the wrong term will fail lotcheck (eg saying "Use Directional to move player." does not use the correct terms). Using images avoids this problem. 10. Game should pause if a controller is disconnected. -
amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 3 additions and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -6,4 +6,6 @@ Things to consider when building a cross-platform game: 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens (mobile, Steam Deck, Switch Lite). 6. Text fields is a world of pain on console and is delegated to the OS (think javascript alert box). 7. Scrollable/overflow UIs are extremely inaccessible to the blind and those with disabilities related to motor function. 8. Option to reassign/re-pair gamepad must be provided in-game or it'll fail Nintendo lotcheck (reassignment options can be shown on start up or within a system menu -> best to do both). 9. Terms used within instructions of gamepad controls are very strict. Using the wrong term will fail lotcheck (eg saying "Use Directional to move player." does not use the correct terms). -
amirrajan revised this gist
Aug 12, 2024 . No changes.There are no files selected for viewing
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amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -4,6 +4,6 @@ Things to consider when building a cross-platform game: 2. Visual feedback of UI interactions (Android, Apple lotcheck -> they'll reject a feature/showcase of your game if you don't have this). 3. Safe area/layout considerations. Avoid things like notches and app switch "chin". If you're making a game that can render edge to edge/without letter boxing. Test at an aspect ratio of 21:12 (1680x960). Your safe are should be centered with an aspect ratio of 16:9. 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens (mobile, Steam Deck, Switch Lite). 6. Text fields is a world of pain on console and is delegated to the OS (think javascript alert box). 7. Scrollable/overflow UIs are extremely inaccessible to the blind and those with disabilities related to motor function. -
amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -2,7 +2,7 @@ Things to consider when building a cross-platform game: 1. Minimum button sizes for touch displays and small screen (eg steamdeck, mobile, nintendo switch hand held mode) is about 60 pixels. Anything smaller will fail lotcheck (Apple, Android, Nintendo). 2. Visual feedback of UI interactions (Android, Apple lotcheck -> they'll reject a feature/showcase of your game if you don't have this). 3. Safe area/layout considerations. Avoid things like notches and app switch "chin". If you're making a game that can render edge to edge/without letter boxing. Test at an aspect ratio of 21:12 (1680x960). Your safe are should be centered with an aspect ratio of 16:9. 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens. 6. Text fields is a world of pain on console and is delegated to the OS (think javascript alert box). -
amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 2 additions and 2 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,7 +1,7 @@ Things to consider when building a cross-platform game: 1. Minimum button sizes for touch displays and small screen (eg steamdeck, mobile, nintendo switch hand held mode) is about 60 pixels. Anything smaller will fail lotcheck (Apple, Android, Nintendo). 2. Visual feedback of UI interactions (Android, Apple lotcheck -> they'll reject a feature/showcase of your game if you don't have this). 3. Safe area/layout considerations. Avoid things like notches and app switch "chin". If you're making a game that can render edge to edge/without letter boxing. Test at an aspect ratio of 21:12 (1680x960). 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens. -
amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -6,4 +6,4 @@ Things to consider when building a cross-platform game: 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens. 6. Text fields is a world of pain on console and is delegated to the OS (think javascript alert box). 7. Scrollable/overflow UIs are extremely inaccessible to the blind and those with disabilities related to motor function. -
amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -5,5 +5,5 @@ Things to consider when building a cross-platform game: 3. Safe area/layout considerations. Avoid things like notches and app switch "chin". If you're making a game that can render edge to edge/without letter boxing. Test at an aspect ratio of 21:12 (1680x960). 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens. 6. Text fields is a world of pain on console and is delegated to the OS (think javascript alert box). 7. Scrollable/overflow UIs are extremely inaccessible to the blind and those with disabilities related to motorfunction. -
amirrajan revised this gist
Aug 12, 2024 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -2,7 +2,7 @@ Things to consider when building a cross-platform game: 1. Minimum button sizes for touch displays and small screen (eg steamdeck, mobile, nintendo switch hand held mode) is about 60 pixels. Anything smaller will fail lotcheck. 2. Visual feedback of UI interactions (Android compliance -> they'll reject a feature/showcase of your game if you don't have this). 3. Safe area/layout considerations. Avoid things like notches and app switch "chin". If you're making a game that can render edge to edge/without letter boxing. Test at an aspect ratio of 21:12 (1680x960). 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens. 6. Text fields is a world of pain on console. text input is delegated to the OS (think javascript alert box). -
amirrajan created this gist
Aug 12, 2024 .There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,9 @@ Things to consider when building a cross-platform game: 1. Minimum button sizes for touch displays and small screen (eg steamdeck, mobile, nintendo switch hand held mode) is about 60 pixels. Anything smaller will fail lotcheck. 2. Visual feedback of UI interactions (Android compliance -> they'll reject a feature/showcase of your game if you don't have this). 3. Safe area/layout considerations. Avoid things like notches and app switch "chin". If your making a game that can render edge to edge/without letter boxing. Test at an aspect ratio of 21:12 (1680x960). 4. Button input detection with keyboard, touch, and gamepad. Navigation using keyboard, gamepad, mouse. 5. Anything below 22px font size is pretty much unreadable on small screens. 6. Text fields is a world of pain on console. text input is delegated to the OS (think javascript alert box). 7. Scrollable/overflow UIs are extremely inaccessible to the blind and those with disabilities related to motorfunction.