• 3 Posts
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Joined 1 year ago
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Cake day: August 5th, 2023

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  • Cops around me regularly use jaywalking for fuckery too. I lived in a low income apartment directly across the street from a convenient store. Basically a stones throw from apartment property entrance to store front door. It wasn’t a terribly busy road, it was four lanes and did get traffic, but it was pretty easy to find breaks in the flow and cross.

    To get from the apartment to the store legally, you had to walk nearly a quarter mile (400m) to the nearest cross walk, cross, then another quarter mile back to the storefront.

    Police would post up outside at that store and write jaywalking tickets all day for anyone that didn’t know better. I watched those tickets escalate into detainment and occasionally searches and arrests if they argued with the officer about it.

    Edit: of course if you had a car, you could just drive across the street to the store. No problem with that!


  • Yes, doing anything too often can remove it’s shine, that’s just life I’m afraid. I found my useful line is between media consumption and creation. I can easily immerse myself in either to the point I’ll burn out on a game or book to never touch it again - but if I can mix creative work like writing or drawing on some days, games and books on the others, it helps my overall interest and extends my enjoyment of both.






  • How? Blood, sweat and tears mostly.

    Usually it’s not recommended to start with your “dream game”. Pick an engine (I like Godot), grab some Kenney art assets, and get to work on a pong or snake clone. This can be using written tutorials, videos, or hard mode, read the docs and piece it together.

    Trying to learn a language, learn an engine, learn the art pipeline, learn game dev concepts AND dream up a new game concept with custom assets simultaneously is trying to boil the ocean. Start small: add a start menu, add a scene. Make jpg appear and move using player input, add an obstacle, add a death scene/restart. Iterate from there.