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Quality Guidelines: be a bit more lenient with complex screenshots #449
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Things like Blender or Godot Engine are _never used_ at tiny sizes, and requiring smaller screenshots just punishes them for being large, complex, professional apps. Instead, we should recognize that those are a different sort of class of app and that it's more useful to show how they're actually used than some fictional world where you're advertising how Blender looks on an 10" tablet.
Be a tiny bit more wishy-washy with the window size (some people thought these were hard line numbers rather than guidelines). Explicitly mention avoiding large, empty areas in the complex app case; while this is a little redundant with the "Good content" section, I think it's worth explicitly pointing out for this class of app.
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In order to ensure that text and interface elements are visible scaled | ||
down in the app store UI the window size should be 1000x700 pixels or | ||
smaller (2000x1400 for HiDPI). | ||
down in the app store UI, the window size should typically be around |
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you didn't touch this but "are visible scaled down" seems like wrong grammar. What is this trying to say?
"are visibly scaled down" or "are visible and scaled down"?
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I think "are visible when scaled down"?
CC @bertob Anyway, blender is already passing this check, so not sure why the change is needed. Godot also passes this check. |
I'm not sure this needs changing, in practice we're already lenient with apps like that if everything else is fine and it's not gigantic. Looking at the specific examples, Godot has a reasonable-sized screenshot already, and as someone who used to use Blender a fair amount on a 1366x768 display I'm not sure it's true that nobody uses them at laptop sizes :) I think we could have some guidance for very complex apps like these, but with an actual maximum size rather than not specifying anything, e.g. 1300x1000. One reason why I'm a bit hesitant though is that it might introduce confusion among developers regarding what is/isn't a complex app. In general we very much want to push people towards small screenshots that are actually legible in the app store context, and this might open a loophole that we'll have to discuss for every other app... |
Things like Blender or Godot Engine are never used at tiny sizes, and requiring smaller screenshots just punishes them for being large, complex, professional apps.
Instead, we should recognize that those are a different sort of class of app and that it's more useful to show how they're actually used than some fictional world where you're advertising how Blender looks on an 10" tablet.
This is based on feedback we've received in the "App developer feedback about quality guidelines" thread as well more broadly (I forget if it was social media, specific apps, or just talking to the Godot folks…).