So testing it out on Android here. Controls feel pretty responsive. Bit tricky to get used to the auto wall jumping. Probably just muscle memory betraying me.
I'm playing on a 7 inch tablet in landscape mode and still find it pretty tricky to see what I'm doing. The levels might be a bit too large to play comfortably on mobile.
Just a little hint for some levels where you start out in the bottom-left corner: the whole bottom-left quarter of the screen is occupied by the analog. This is useful in that your left thumb will never cover Ogmo while you're controlling him. You can use a Bluetooth keyboard anyway. The new feature I'm making includes detecting when you're using a keyboard on Android, and then asking if you want to hide the virtual analog and whether you want the classic Jumper physics back.
A few bugs.
I notice that the text boxes pause the game, and the only way to unpause is to hit Back to quit, then No.
Yes I need to fix this.
I died near the platform in 1-2 and Ogmo didn't respawn. This seemed to break things. Going back to the level select screen and selecting a course still didn't load him in, and the level select music continued playing. Quitting further to the main menu actually showed me as having beaten 1-2 (I didn't). Selecting 1-3 just doubled up the music so multiple tracks were playing at once.
Yes this was the bug I was talking about in my previous post. I just noticed, after you made your post, that I saved the new release under the filename I normally use for debugging stuff. The version where I fixed it is now on the same page.
I'm sure they're pretty trivial bugs to squash. The bigger question is of playability on a touch screen. I'm wondering if there's any quality of life features that would make it more accessible. Perhaps zooming in 25% on the character would make it easier to do precise jumps, but may obscure too much of your view. I can't see myself completing the more difficult sectors on mobile in any case.
For me the answer was YES, it is quite playable on my phone. The furthest I have come (on mobile that is) is the Snow Sector, about the fourth stage of it I think. Maybe it's just a matter of getting used to the controls. (On the computer I played everything, only not the secret stages yet, which was due to a bug.)
But that said, it's pretty cool to see this up and running, and it seems to be pretty smooth. The movement is about as good as it could be. And maybe there's other value in having ported Jumper 2 to the latest version of Gamemaker. Could run on the web as well?
I'm not going to try
HTML5 again today, I already lost my previous post that I didn't send yet that way. xD
The GM:Studio port seems to run
much smoother on Windows 7 than the original game, even more so than the original Game Maker 8.0 port with 60 FPS I made last year. Another thing is that GM:Studio has lots of completely new features, like shaders, modifying the application surface (I use that for scaling the game underneath the analog, and shifting the game up in portrait mode, etc.), so that made it easier to make a good-looking fullscreen mode on Windows too! I'll upload the Windows-version too now.
UPDATE:
Well, it turned out to work better than I expected on HTML5! Probably need a computer with better WebGL support or something though. The other few things are that it needs are the "legacy" GameMaker sound system and because it doesn't support the draw_vertex family of functions, I need to replace it with something else.