About Jim Haslett (twitter: @haslettj)


Ludum Dare 31
Ludum Dare 26
Ludum Dare 24
Ludum Dare 23

Jim Haslett's Trophies

Out of Screen Award
Awarded by lion123
on December 10, 2014

Jim Haslett's Archive

LD31 Post Mortem

Posted by (twitter: @haslettj)
Monday, December 8th, 2014 9:44 am

I didn’t spend nearly enough time planning. I saw what the theme was and jumped right into coding, not knowing where I was going. I ended up getting nowhere fast. I think next time, I’m going to force myself to spend at least the first few hours doing nothing but planning, brainstorming, storyboarding, etc. I believe my coding time will be much more productive if I know what I’m doing, and I’m not fumbling around trying to figure out what to do next.

I got hung up on what I thought the theme would be. I was sure it was going to be the snowman. I didn’t want the snowman. I really wanted machines or artificial life. When the theme came out and I started coding, I went with what was on my mind. The snowman. I saw the theme merely as a restriction. As I said before, more planning would have helped.

I think I need to start drawing things on paper before trying to make artwork on the computer. I usually end up trying to make sprites free hand, on the fly. I ended up getting some pretty poor results. I’m not that artistic, but I’ve got to be able to do better. Perhaps I can spend some time between compos practicing my sprite skills and learning the tools.

By the time I got to the last 12 hours, I was unenthused with my game. I put some time into making it at least playable, with a beginning and end. I just didn’t have the will to polish it. It’s not a great game, and I’m not terribly happy with how it came out.   Because I was unhappy with the game, I didn’t really have the heart to put more time into it to make it better. I submitted it, but I wish I had it to do over again.

I struggled with packaging. I wrote the game using LWJGL and Slick2D. I’ve use this combination before, and I was able to get a web-based game working in the past. I have thus far been unable to get this one working. The new Java security requires web based jars to be signed. LWJGL published, over a year ago, an applet loader to embed LWJGL applications in a web page. They signed their applet loader with a proper certificate, but that certificate has since expired. Java will no longer run the applet loader in a browser. I haven’t been able to find a workaround or update. I submitted my game as a Windows based application only, using an executable jar. I need to figure packaging out as part of my pre compo prep work, so I’m not wasting time getting this working in future compos.

I was going to try to stream some of my development time. I spent some time on Friday, before the start, getting my stream set up and testing it out. I just ended up being so unenthused with the progress I was making that I didn’t want to do the stream.

Some things went well. I was able to spend a lot of time over the weekend on game development. My family gave me the space I needed to work. I had to go into the office for a few hours on Saturday, but that didn’t last too long. I got plenty of sleep.

Overall, I’m glad that I participated. I have several lessons to take away from the experience, and I hope that I actually learn from them.

LWJGL appletloader certificate problem

Posted by (twitter: @haslettj)
Sunday, December 7th, 2014 3:45 pm

It seems that the certificate on the LWJGL applet loader has expired.  I can’t seem to find an upgrade version anywhere.  Clearly I’m doing something wrong here.  Anyone else using LWJGL?  How are you posting your game as a web page?  Last time (LD26) I participated the applet loader worked fine.  That game entry no longer works because of the expired certificate.  HELP PLEASE!

I’m in, I think

Posted by (twitter: @haslettj)
Thursday, December 4th, 2014 12:19 pm

I’ve already got some conflicts, but I’m going to try to scrape something together this weekend.   Wish me luck!

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