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Entries in advice (7)

Wednesday
Feb022011

CalTrain Monthly Pass on Clipper Card Problems?

I kill you, Clipper Card.
If you're like me, you've been using a monthly paper pass for the CalTrain for a while now. If you're also like me, this switch to the Clipper Card was also met with rage and confusion--a "why me?" type of situation. And finally, if you're also like me, you had trouble getting your CalTrain monthly pass working on your Clipper Card.

My monthly pass doesn't show up on my Clipper Card. It says I have a balance of $0.00.
The Clipper Card requires you to have at least a $1.25 positive balance on your card in order for your CalTrain monthly pass to work. And no, your monthly pass (worth $225+) does not count toward that $1.25 positive balance. Without this positive balance of $1.25 or more, your card won't register the monthly pass properly. Also, you have to make sure you tag on the first of the month to get the CalTrain monthly pass to register.

But why does it work this way? It seems butt-backwards.
One of the train conductors explained what happens and why you need that positive balance. When the Clipper Card has a balance of less than $1.25, it's as if your Clipper Card has no value on it. That's why when you tag on for the first time for the month, it subtracts $12.50 (a full fare from zone 1 to zone 6) from the account, putting you at a negative balance. When you tag off, it refunds you the money. Subsequent tag on and tag off procedures will subtract the fare based on the zones you purchased for your monthly pass ($8.50 in my case). Apparently you can't subtract a fare from a card that "has no value". Why the monthly pass doesn't count toward that $1.25 is beyond me... BUT NOT BEYOND MY FIST.

Anyhow. Good luck to you CalTrain riders. If you need a schedule for your iPhone, you can download EZ Caltrain for free. I made it.

Edit - 1:26p PST: I'd like to point out that this information is on the CalTrain website FAQ as well as the Clipper Card website FAQ. I just wish the terminals at the CalTrain station for tagging displayed this type of information on the screen, like "Monthly Pass requires minimum of $1.25 Clipper Cash" or something. Also, I didn't see any Clipper Card refill stations at the CalTrain station. I had to add cash via the Clipper Card refill station for the Muni at the Montgomery BART station. I can't wait to see how they handle this on the VTA (San Jose Lightrail) when the systems come online in a few weeks.

Related Link: EZ Caltrain on the iTunes App Store
Thursday
Jan202011

Save some time by utilizing another person's effort.

The title of the post sounds a lot more douchebaggy than it should. What I've come to realize as I've tacked on more years to my life is that disposable income steadily increases, but disposable time steadily decreases. I hate this battle of inverse proportions. So what's a person to do? In the case of Alan Wake, an excellent 3rd person horror game for the 360, I turn to YouTube.

I realized that after finishing the first two chapters of the game, I don't have the time nor testicular fortitude to actually finish the rest of the game. However, that doesn't mean I don't want to finish it. The story is good, like a good Joe Hill horror book. My coworker Bryon made an excellent suggestion and that was to simply go to YouTube to watch a playthrough of the game. Now I can enjoy the game passively, like listening to an audio book, and get work done.

I did the same thing with the movie Crazy Heart. On a normal weeknight, after dinner, Josie and I actually have two hours at maximum of free time. There'd be no way to properly spend time with her and watch a movie she wouldn't want to watch. So I played it on the laptop on the train ride to work at 1.5x the speed. I was able to absorb more content in a lesser amount of time.

All I know is that it works for me.

The game still scares the poop out of me though.

Related Link: Alan Wake
Monday
Dec272010

How To Check Your Amazon.com MP3 Balance

I don't know about you, but I had the hardest time finding out where I could actually find my amazon.com MP3 balance. It surely wasn't in the "view gift certificate/card balance" link, where you can even view credits earned from trade-ins. Even searching for "balance" on the MP3 Downloads page results in nothing.

So, how do you go about checking your amazon.com mp3 balance? This is the easiest way I could find to do so.

1. Go to any MP3 song page, such as the Mass Effect 2: Kasumi's Stolen Memory MP3 song page.

2. Above the "Add the Wish List" button on the right is, in small text, "redeem a gift card or promotion code & view balance". Refer to the image.


3. This will open up all of your balances for all digital goods, such as game downloads, MP3s and Video on Demand. Hey, $10 in games! Time to download the new Fishdom 2.


Now, go see if you've got some credit to download delicious audio tunes!

Friday
Dec102010

Sorta Handyman - Sealing Out Cold Air

This past weekend I did some handyman work at home. Our apartment is always slightly colder than it should be, even though the sliding glass doors and windows are double paned. We realized that it was because a good chunk of warm air was escaping beneath the door.
Even though the door had a gray rubber liner beneath it, there was still a gap. This let warm air out, cold air in and a dangerous entryway for spiders. We had to figure out a way to plug up this gap beneath the door. How were we going to do it?
We had purchased one of those things from Bed, Bath & Beyond that would fix this issue. The problem was that the sealant part of the device was actually too high above the floor when the door was closed. What this ultimately meant was that it didn't do anything. The "air sealing" section wasn't covering the gap. It just sat above it, letting spiders in and keeping the warm air filtering out. How was I going to seal this gap?
That's right! Craft foam! I cut pieces of craft foam, hot glued them together and then hot glued them to the metal door frame. Hot glue worked well because it wouldn't leave a permanent mark on the frame. Now the rubber liner had something to close against and it was completely flush.
So, that was my handyman work I did last weekend. We have warm air staying in, cold air staying out and the remaining spider colony being eaten by the cats. Overall, the project took 15 minutes and cost around $3 (I already have craft foam and hot glue laying around).
Thursday
Apr222010

Don't Procrastinate.

Listening to: Nothing.
I found something rather peculiar over the years I've been working full time. Eventually at one point, one of my coworkers will ask me, "Alex, how do you have time to do all this stuff?" I usually tell them something like waking up early or using the time I have on the train to complete projects. All of that is true, but all falls under the same rule and that's don't procrastinate.

I could easily sleep on the train or just stare at the window, listening to the soothing sounds of Hall & Oates. But no, I usually break open my laptop and work on some kind of project. Even if I don't have any of my drawing supplies, I'll do some designing and planning in an Excel worksheet to make sure when I do have my supplies, I can get right down to business. Same goes for any comic ideas or game designs I want to pursue.

The truth is that in any given day, the typical working person does actually have at least one hour to do whatever it is they want to do. You extend that out to a standard work week, not counting weekends, you have five hours for your projects. Over a month and that’s 20 hours to work on your own projects. How many people would say that they wished they had 20 hours last month to work on something they loved? Maybe working on that book or maybe putting together the photo album for the trip they took to Oregon last month?

For example, I worked on freelance at lunch. I now have that time free tonight to do whatever I want (spending it with Josie and her brother) and I don't have to feel guilty about it, worried about prior commitments. I suppose it's largely a factor of proper time management as well.

Anyway, you should go out there and start making the stuff and doing the stuff you want to do. Every second you spend complaining is a second you could've been doing it.

Related Link: No clicky. Go worky.
Friday
Mar052010

Ira Glass explains how to get better at your craft.

Listening to: Nothing.


I couldn't have put it better myself (I really couldn't). It wasn't only until a few years ago until I realized this. Ira Glass, host and one of the folks who work on the fantastic radio program This American Life, has taken some time to explain how one is to hone their craft. It's through practice and diligence that you get better, not just hoping your innate talent will get you lucky. Your aspirations are the goal. Your current skill level relative to that is the gap.

He goes to talk about the churning out of work, even if it's sub-par work, that makes you better at your craft. You close that gap. You become faster and more efficient at what you do. You are then able to learn new techniques that make things easier. It's too easy to give up when you're not good at something. How do you get good at something? You practice. Producing work is how you practice in craft. Fill those sketch books. Make those games. Record those tracks.

For example, one obvious thing I've noticed is that I'm a lot better with a tablet now than I was eight years ago, when I ended up just using it as a mouse to surf the net.

I have a man-crush on this man.

[Thanks to Craft for this video!]

Related Link: This American Life

Thursday
Feb252010

For Art or For Business: Keeping Your Credibility

I understand that this is not like my other posts. I wanted to post this here because it's been weighing on my chest as of late. We'll return to our regularly scheduled programming soon.

You may ask, right now, “what could you possibly know about being indie?” Where does your credibility stand, you corporate-lumbar-support-chair-sitting-tie-wearing-suit?

I do my share of indie press, staying up into the wee hours of the night manually assembling my zines for the next Alternative Press Expo or comic book convention. You’ll see me hunched over, hands aching, cutting out hundreds of circles to manufacture my own 1" buttons/badges as giveaways so people can remotely remember Wandering Panda Comics. 1,100+ pages of hand-drawn comics later, I'm still doing it every day.

I do my share of indie music, composing and writing music as an Asian-American in the states. I know I will probably never cut it in the mainstream, for many different reasons not worth mentioning, but that doesn't stop me from going to open mics and performing at small shows around the area in front of crowds of fourteen strangers to larger venues with a few hundred people I don't know. You may have seen me playing and singing at a local fundraiser benefit in San Francisco recently.

I also do my share of indie game development, making games for the sake of making them because I'm clearly entertained by it all. I know that a game where you button mash to exhibit how EXTREME SPORTS Franklin D. Roosevelt is will probably do poorly in the mainstream, as exhibited on the sub 2.0 score on Kongregate, but I made it anyway. I've become the person who says, "wouldn't it be funny if there was a game where..." and I make that game. The best performing game I ever did was an advergame for a television show. I would probably rate that one the worst of my games, but the public would seem to disagree.

The point isn’t to toot my own horn (I hear it’s impossible actually, har har), but to show that a close decade of this has certainly helped me earn my indie merit badges, calloused my skin and honed my filters.

Why do I spend all this time to bring this up? I’ve seen, read and heard a lot from individuals from the same community spread their gospel as of late. I’m completely open to discuss and hear what they have to say. But more often than not, I hear some that stand upon this higher ground, stone tablets in hand and burning bush behind them. They’re trying to tell everyone that your credibility as an indie is at stake and you must not let the corporate demons corrupt you, otherwise you compromise all that makes indie beautiful. It’s like there’s this unspoken code to be a “true developer”.

If I were to ask you to focus your energies at turning your craft and art into a business focused endeavor, you may say that you would be nothing more than a "sell out". But if I were to ask you if you would love to be able to do what you love (indie press, music, game development, whatever) full time, would you perceive it the same way? Probably not. But, how is it any different?

Let’s be completely honest here. We do all of this because we love it, but our hopes are that we can actually make some money off of it. I don’t mean copious amounts of cash like light-your-cigar-with-$100-bills money, no. I mean enough to survive and live comfortably off of it. Pay your rent, feed your family and avoid having to live in a box down the street. That doesn’t seem greedy or selfish to me at all. That seems like a dream come true. Why is it then, when money becomes the perceived focus that all this gets thrown out the window and you’re no longer empathizing with the indie spirit? I understand the "starving artist" mentality, I really do. I just don't think it's required to be true to what you do.

Let’s take a look at Flash game development, since we are primarily focused on Flash. If you were simply doing it for the art, you would create the game and hope someone will come in and play it. If people do, great. If people don’t, that’s okay too. You should be satisfied that you’ve created something and that should be enough because, as you said, you’re doing it for the art and love of it. The moment you attach paid ads or apply for a sponsorship or anything similar, you are now doing it with the interest of money. You can try to approach this from any way you want, saying that the original intent was for the art and money is a secondary option, but you cannot deny that money has now become a factor.

Now there are those out there who create games and hope for the community to donate, to show charity and appreciate their work. It works for some, but it doesn’t work for most. I suppose this would be the purest indie/artistic form of receiving money for work, a direct conversion of appreciated value of the engaged to the pockets of the engager. If anything, this is very much akin to the man on the corner, guitar case open and singing a beautiful ballad in the rain. Canabalt did it and I feel he deserved every penny. But how are those efforts any more valiant than a game that asks players to pay for optional content? In both situations you’re asking for money. In both situations a fully playable and enjoyable gaming experience is available (I’m obviously not referring to demo to full game unlock games). They’re both hoping to earn your support. One asks after you’ve experienced it all, the other asks and thanks you with additional content (which, to emphasize, isn't required to fully enjoy or complete the game experience). Personally, I’ve gone and purchased virtual goods simply because I wanted to support the developer financially. To this day I’ve never played those extra levels I bought, but I don’t think it was a waste at all. I have no regrets. Consider it my form of a donation.

I am not saying that having a business plan or even hoping to earn money from your work is bad or against the spirit of indie. I am saying the opposite. Being an indie, being true to your art, is about setting your goals past the stars and to have unreachable aspirations. It’s to look and truly believe you have limitless potential. You do it because you love it. I want you to be successful. I want you to be able to quit your day job and do this full time. I want you to do whatever it is you have to do to be able to make this your livelihood, not just as a hobby during off-hours of wake. Do not limit yourself based on some kind of ideological definition that tries to state one person is more anything than another. Do not feel guilty for being practical and realistic. That’s simply ridiculous.

For art or for business? Knowing and keeping a balance of these two things is what makes you smart. Doing what you love regardless of anything else? That’s what makes you true to your passion.

Now what about those who have made it? Personally, I feel that we shouldn't shun those who have made it from indie and moved to form a completely successful business. We shouldn’t look at their success with disdain or jealousy. We should applaud them. We should be extremely happy for them. It's watching one of our own succeed and make it. All this does is let us know that if we try, and I mean really try, we can do it too.

If you excuse me, I have to do art for my point and click game about making toast. I think writing a soft standup bass and marimba tune will fit perfectly.