Mobile controls could potentially be improved by anchoring first touch position
I touch and drag right to move to the right, but I find the character sometimes starts to move to the left simply because my thumb jitters naturally, even though I'm still holding to the right of first press.
I also find it hard to anticipate if my taps are going to jump or throw a spear.
Awesome job!! I remember when HTML5 was first pushed as the replacement for flash based webapps, the input latency was always terrible and I mourned the death of Flash. I'm glad that this seems to be a mostly solved issue, most of the recent web games I've tried have felt as good as native or flash.
It is actually implemented as you mention, there is just some weird thing going on with that, not necessarily tied with touch itself. There is a threshold in place as well to prevent that, yet it happens at times. Will have to investigate more at some point.
Jump is a single tap or tap and hold for continuous jump until direction changed (translated to some point from original). Spear is a double tap (which means jump is slightly delayed and double has to be quick). Yeah, it is not optimal setup, check other comments about this topic. :)
And thank you very much for your words! I feel you with Flash vs HTML5 Canvas debacle, heh.
I touch and drag right to move to the right, but I find the character sometimes starts to move to the left simply because my thumb jitters naturally, even though I'm still holding to the right of first press.
I also find it hard to anticipate if my taps are going to jump or throw a spear.
Awesome job!! I remember when HTML5 was first pushed as the replacement for flash based webapps, the input latency was always terrible and I mourned the death of Flash. I'm glad that this seems to be a mostly solved issue, most of the recent web games I've tried have felt as good as native or flash.