535 karma · joined August 19, 2020
It's still very difficult, but I think if you find a good walkthrough, like FightinCowboy, it makes the game a lot more approachable.
However, both groups had nothing to lose by pursuing their dream.
Music stores were great, too. Putting on the gross headphones at Tower Records and sampling the latest releases, let me find new bands without risking my limited teen cash supply.
Even better, I could go across the street from Tower and pick the brains of the people at the punk/metal shop, or convince them to play something that Tower would never stock. The people there always had a better understanding of your tastes, far better than a genre listing.
The most fruitful source of new music was going out to see shows. Going to a show to see one or two bands at any given show, there was a good chance I'd come away a fan of one of the openers.
But Matt does a pretty good job of breaking things down conceptually, so that even though you don't know the specifics, the broader picture is at least vaguely understandable. Even if it means you need to watch previous episodes to get the gist of other discussed concepts.
[0] Harry Wilson, from John Scalzi's "Old Man's War"
To me, this system is actually more confusing. The spacing is kind of hard to see. Maybe it's because I keep trying to read it as if it were standard notation. I wonder if it would help someone starting from scratch.
I also find that when I commit to listening to physical media, I’m more likely to listen to the whole thing through, rather than cherry picking songs.
You have to assemble more plugins to recreate the functionality coc provides as a whole and the documentation on the config process is sparse (as of my last attempt to use it). I’m also probably a weird edge case in that my primary use case is writing Powershell. Coc just works and getting native LSP configured and working requires more time than I’ve been willing to give it.
As for DIY game devs, I really enjoyed Tom Happ’s Axiom Verge series. The artwork and level design, especially. I’ve seen a couple interviews where he kind of brushes off the praise for the musical aspect - and I agree. I think it’s the weakest part of his games. The music fits incredibly well, but it feels a lot like someone noodling on a keyboard until they reach the appropriate level of spookiness.
But ultimately, all the components work well together, and the games feel like one person’s mad vision.
-Carl Sagan
I love vim (err… Neovim), and this was great.