Agree. 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.
You'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.
Not 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.)
To 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.
I 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.).
sorry for the rude comment. It's hurting me when someone seems to have copy&paste code without reading it, and is killing mobile experience by that.
To make it more helpful: Would be nice if you could remove "user-scalable=no" from the <meta name="viewport" ...> value, maybe also the minimum and maximum scale. It's not very helpful to limit the user in it's ability to zoom the page on mobile. Some people don't get the overview they needed, others are unable to read the site because they can't zoom in.
Zoom disabled? Rly?