Daily Shaarli

All links of one day in a single page.

November 24, 2012

Les causes perdues de la linguistique | Sam & Max: Python, Django, Git et du cul

Entre ce que je pense,

Ce que je veux dire,

Ce que je crois dire,

Ce que je dis réellement,

Ce que tu veux entendre,

Ce que tu entends,

Ce que tu crois comprendre,

Ce que tu veux comprendre,

Et ce que tu comprends réellement,

Cela fait 9 bonnes raisons de ne pas se comprendre. Mais essayons quand même.

(Werber)

DebugBar - IE extension for web developer : DOM inspector, Javascript debugger, HTTP headers viewer, Cookies viewer

This web site is for DebugBar community to get news about next releases, tutorials and samples on how to faster your developments with DebugBar, share experience, improve DebugBar usage, give suggestions, report feedback, bugs, etc.

#AltDevBlogADay » What they DON’T tell you about being a game developer

So I’m in an interesting position. Malevolence, while not my first game by a long shot, is my first RELEASED game, and I’ve been lucky enough to have it gather a lot of attention (for an indie title) early on in its creation. From what people tell me, this does not normally happen. Normally, a developer will hit on gold after they’ve tested the waters with a few titles first, or had a hand in other game development, such as working for a AAA company.
Because of this unique perspective of having a relatively successful title (despite not yet being released) on my first ever attempt, I haven’t yet developed the pessimism that often comes with being an experienced indie game developer. This has led me to want to write this new thought piece, which goes into all of the things that they DON’T tell you about being a game developer. If you want the short and sweet version, feel free to skip to the end.