Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
1) My day job has nowhere near enough actual work requiring my full attention to keep me occupied the entire working day. So I bring a notebook and a pencil with me to work and do game design in the downtime. Working code might require an actual compiler, but all you really need is a medium and an imprinting tool to sketch out an algorithm. This has the knock-on effect of keeping you from falling into mental lethargy from under-stimulation.
2) Rather than trying to dive straight into game development when you get home, diverge into a few other things first. In particular, if you can fit some exercise in before dinner, do that. I find it helps shake off the doldrums that start to set in at the beginning of the evening.
3) I have a free extension for Firefox called Leechblock installed. It lets you define sets of websites that you want to block, either after a certain total amount of exposure or between certain intervals of the day. You'd be amazed how productive you can be on a computer when Reddit, Imgur, Facebook, and the rest of the pointless time-suckers on the Internet just straight up cease to exist.
@Kupi, you're right on both of those scores. When it dropped to just the two of us, I too was feeling the "eww" of just playing against the CPU. Also, sorry about those shells. My tactic with reds is just to fire........fire........fire. That way they should arrive at their target about the time that the racer has just come out of their spin-out so as not to be wasted ;)
Haha, rule #1 of Mario Kart is that there's no need to apologize. The items are what they are, and for every race you lose to a massive string, you win because a Bullet Bill decided to take you to first place.
1) I should not have placed as well as I did. Nick and I played three or four races after MrBlarney bailed before the sense of dishonesty caught up with me, so AbsoluteZero is probably the rightful second place this week.
and speaking of Nick...
2) Nick wins this week's Crimson Hemorrhoid Award for Most Red Shells Shoved Up Kupi's Ass. Seriously, Nick. You hit me with five consecutive reds on two separate occasions. (Though it didn't cost me first the first time, hohoho...)
My accomplishment today was watching the Blueprint Essentials playlist over on Youtube and successfully turning the FPS Tutorial weapon into a shotgun by adding a loop and some velocity randomization to the projectile spawn Blueprint. Minimal, but I feel slightly less like I'm too stupid to use the tools!
Speaking of learning experiences, I have a question for the UE4-knowing people. Philosophically, what is "a" Blueprint? I notice that they're allowed to have static meshes and some Components, but any time I look into Blueprints, I wind up on the Event Graph. So is Blueprint just the visual coding system (and, really, that's what the Event Graph is: you can see the C++/turing-complete coding language behind the pretty flowcharts), or is a Blueprint just a sort of Unreal version of "class", where you can take it and throw as many instances as you want into your current level?