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It looks like it wasn't tested on (or designed for?) mobile. Works great on desktop Chrome, though.
by hugs 10y ago
It looks like it wasn't tested on (or designed for?) mobile. Works great on desktop Chrome, though.
- salzig 10y agoThere is a difference in "not optimized for" and actively killing it with "user-scalable=no".
- hugs 10y agoAgree. This project will be 100x more useful/popular if it also works well on mobile. But this is a Show HN. Pointing out a frustrating UX bug is fine. However, it's a new project. Bugs would be expected at this point. Going into rage mode isn't helpful.
- salzig 10y agoYou're right. Was a bit rude, but reflected my feel in that moment. It's very frustrating when developers kill mobile experience by copy&pasting html boilerplate without even reading the stuff they paste.
- lukaszkups 10y agowho would like to develop a game on mobile device anyway? ^^
- hugs 10y agoNot 100% sure if you're being sarcastic or not, but there are two legit use cases: 1) Design on desktop, but publish for playing on mobile phones/tablets. 2) Design on iPad/tablet with connected keyboard. Play on tablet/phone with or without keyboard. (A phone would probably be too small for the Wick editor, but I can see it being useable on a larger touchscreen.)
- evilDagmar 10y agoTo put this in clearer terms, there's a huge difference between building a model ship on your desk, and building a model ship in a bottle on your desk. Putting a well-instrumented usable UI together is hard enough without scope creep including doing a UI that's also useable on a phone.
- hugs 10y agoI agree that editing on a small screen-sized phone would be silly. But targeting phones for playback of Wick-created content would be a worthy goal. Also a worthy goal would be making the editor work on tablets if the screen was big enough (iPad, iPad Pro, etc.).
- deleted 10y ago[deleted]