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About jamesfdickinson

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  1. Excellent and very insightful response themoonrat. Thank you. My games already implant a full dirty system and saves 80%+ of the render calls while running at 60 fps when needed. Some if my games have been in the app store for almost 10 years and have gone through a few refactors. I am about to refactor one of my games soon. My sweet spot has been classic card games. In this catagory most games are quite similar. I have used higher fps, high resolution, and low power to stand out among my competition. Is 60 fps needed in a card game? No, but the difference of 30 and 60fps gives
  2. Thank you. I used this technic with phaser years ago when pixijs was still the core of phaser. After they switched to their own engine, I moved over to pixi to maintain this level of control over my render loop. My self imposed requirements have been to run the game at the devices max native fps, max native resolutoin, and not cook the phone when possible. Newer phones had 4-8x the number of pixels so they would also heat up. With other enigines I have tested in the past, I needed to lower the resolution or frame rate to not over heat mobile devices. So it sound like I have not been ov
  3. I do not use the Application class, I call the create and call renderer manually. I have a requestanimationframe loop calling both my game logic and UI logic. The renderer gets skiped if the isDirty flag is false which is set in the UI logic. I am looking to simplify my code if the engine already does it or if I am over optimzing. I am questioning myself because I have not seen others do this. I have over 100k+ monthly active users and the age demographic is older which tend to have older devices.
  4. Many of my games I implant logic to only render when dirty. My UI code sets a dirty flag when ever anything changes rather than every possible frame. Most of my games are card games for mobile and there no constant animation, only when moving a card. I have done this with the goal to keep the device cool and not burn the battery. Players can be on for long periods of time. Is this solution overkill or does pixijs or phaser already optimize non changing frames?
  5. Voice Coder helps you learn about coding while creating your own game with your voice via Alexa. The game starts without any logic or rules. Your job is to program rules. Once your game is created, you can play it on your mobile, tablet, or desktop computer. To play your game, go to, https://voicecoder.net and enter your access code. While playing the game you can add more rules. In fact, the game logic will update in real-time. For example, in mid game you can change the gravity and it will update live. The game will suggest more rules to help you along via Alexa and the game itself
  6. Sure. BTW it works perfectly well on mobile web as well. -Jimmy
  7. Minesweeper.io Minesweeper.io is a massive multiplayer version of minesweeper. It is similar to the classic Minesweeper. The goal is to clear all of the mines by placing a flag on it. Sweep those Mines! http://minesweeper.io Android: https://play.google.com/store/apps/details?id=com.jimmyinteractive.minesweeperio iOS: coming soon. ----Tech---- UI game engine: Phaser.js 2.7 UI menu engine: 1990's style html/js hacking (think document.getElementByid) Server: node.js + socket.io Hosting: Azure Feedback is welcome
  8. Very nice, I enjoyed it. The locked content keep me playing.
  9. Speed the Card Game Description: Speed a card game also known as Spit or Slam, is very fast-paced multiplayer card game. This game supports a live online multiplayer mode.. http://jimmyinteractive.com/games/Speedhtml/ Features: Online 2 player modeComputer playersLocal 2 player mode100's of achievements Tech: PhaserSocket.IO (server) Platforms: iOS, Android, Amazon, Windows, Facebook (web) Store links: All links: http://jimmyinteractive.com/speed/ Twitter: https://twitter.com/jamesfdickinson Community: https://www.facebook.com/pages/Speed-Card-Game/847181962036765 iOS:
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