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Monday, January 28, 2013

How to Automate Your Discounts and Always Get the Best Price

January 28th, 2013Top Story

How to Automate Your Discounts and Always Get the Best Price

By Adam Dachis

How to Automate Your Discounts and Always Get the Best PriceClipping coupons can save a lot of money, but it can also waste a lot of time. You don't have to join the ranks of extreme couponers to ensure you get a great deal. With a few tips and tools, you can automate those discounts and save yourself money without any of the work.

I don't like paying full price for anything. If I can't get some sort of discount, or offset the cost by selling at the right time for the most money, I'll usually wait for the right opportunity. But I have more important things to do than scour the web for deals all day long, so I let software do the work for me. In this post, we'll go over a few simple methods that will keep you aware of only the discounts you care about so you can make your purchases at the right time for the best price.

Use Price Alerts Instead of Wishlists

How to Automate Your Discounts and Always Get the Best PriceSometimes you come across a product you love but don't have the money to buy, or would simply prefer to pay less. Wishlists help you remember these products so you can come back and buy them later when your situation changes. That said, you're only making a list. Price alerts make for a better, more functional alternative.

Setting up price alerts doesn't take much work. Price-tracking site CamelCamelCamel is a great place to start. It can monitor Amazon, Best Buy, and Newegg (click the links to visit their respective CamelCamelCamel sites). Simply create an account and enter in any products you want to track. Doing so will essentially create a tracked wish list and you will receive alerts by email and/or text message (your choice) when any product drops below your specified price threshold. To make life even easier, you can install a browser extension called The Camelizer (Chrome/Firefox) and add products directly from their product pages. If CamelCamelCamel tracks the retailer, you'll see a little camel pop up on the right side of your address bar. Just click it to start tracking.

Get Price Comparisons While Shopping to Avoid Unnecessary Spending

How to Automate Your Discounts and Always Get the Best PriceDespite your best efforts, sometimes you'll miss a better price because you don't know about a store or you just forgot to check. To avoid this problem, you just need to install one of our favorite browser extensions (available for Chrome, Firefox, and Safari): Invisible Hand. Whenever you're shopping, invisible hand will check its database to try and find a lower price. Whether you've got the best one or there's a better option available, it'll let you know through a bar at the top the web page. It even works with flight search. You don't have to do anything other than look at it when it shows up.

Install Coupon-Recommending Browser Extensions

How to Automate Your Discounts and Always Get the Best PriceWhen you need to make a purchase sooner than later, you can still get a discount. Several sites exist that allow you to look up coupons and discount codes to save on almost anything you can buy online, but CouponFollow can add their database into your (Chrome or Firefox) web browser with an extension called Coupons at Checkout. Rather than going to their site, you can simply click on the coupon field while you're checking out at most online retailers and you'll see a list of discount codes automatically. This way you can find one that works without expending the effort. Larger retailers that carry many kinds of items (like Amazon) may have many coupons that do not relate to your purchase, so the system isn't ideal. Still, you only have to go through a list and test a few to find a working code. Another amazing Chrome extension called Honey will test out and apply the best code for you, saving you every last bit of coupon effort. While it supports a slightly smaller number of retailers and doesn't work on Firefox, if you don't care about either of those things it's a better option. Either way, employ one of these extensions and you won't miss a deal you might otherwise forget or not bother to look up.

Subscribe to Tons of Newsletters and Filter Them with Gmail

How to Automate Your Discounts and Always Get the Best PriceNumerous discounts you'll actually want won't show up through clever tools or alerts, so you'll need to pay attention to newsletters. To avoid scanning every one of them all day long, you can simply create a unique Gmail account to receive them all and forward on the ones that match what you're looking for. Just follow these steps to set up your custom discount monitoring system:

  1. Sign up for a unique Gmail account that'll receive all your newsletters (e.g. CouponsForPrudie@gmail.com).
  2. Sign up for as many newsletters as you want, but sign up for the plain text version (meaning no HTML).
  3. Create filters in Gmail that look for specific terms in the newsletters, like "240GB SSD," "XBOX 360," or whatever it is that you want to watch out for. For the filter action, tell it to forward to your primary email account so you only get a newsletter when a relevant discount shows up.

If you don't want to do the work yourself, you can use a similar tool called MyDealNews. Because DealNews posts tons of deals every day, they can watch for the ones you want about and send them to you when found. The downside is that DealNews, and other deal sites with similar alert tools, may not watch every newsletter you want to watch. Of course, these tools offer more convenience.

Get Coupons Based on Your Smartphone Shopping Lists

How to Automate Your Discounts and Always Get the Best PriceJust like you can create price alerts and instant coupon notifications through your browser, you can get similar functionality for the shopping lists on your smartphone (although most relate to groceries). If you have an iPhone, Pushpins can find coupons based on the items in your shopping list. In fact, it found coupons at my local Vons store that the official Vons app couldn't. Grocery iQ offers a similar experience on both Android and iPhone (and we have a guide about all of its neat features). Zipongo does, too, but focuses on healthy eating. The InvisibleHand app for iPhone allows you to save and watch prices on more than just groceries, but unfortunately there is no Android version currently available. Generally speaking you'll find deals more easily through your browser, but having a few mobile options doesn't hurt.

Keep a Shopping App Folder for Local Stores on Your Smartphone

How to Automate Your Discounts and Always Get the Best PriceNo coupon tool covers every single discount, even if you create it yourself. Sometimes retail stores offer local discounts that you just won't find online—or at least not as easily as national offers. While you don't want to check for local coupons every time you're shopping, you'll want to have shopping apps available for when you're actually at the store. Sure, they'll have coupon pages printed and available at the entrance in most cases, but when you have the app on your phone you can carry around those discounts on your phone. For example, Target makes this very easy by knowing your location and helping you find your preferred store. After making a selection, the app will provide coupons specific to the store you're shopping at. Other store apps may do this as well, or at least provide easy access to standard offers without the need to go searching for them online.

Don't Go Crazy

Automating your discounts can save a lot of time and money, but the point is to avoid sacrificing your sanity in the process. Getting the best price shouldn't be the only thing you consider when making a purchase. Even with automation, you can make yourself nuts by trying to always buy at the exact perfect time. Sometimes you don't have to get a deal and can afford to pay full price for something you really want (or need to acquire sooner than later, such as a birthday gift) because you regularly save so much. If you look at auto-couponing as something that provides you with that freedom, you'll never feel overwhelmed by your own frugality.

Images by maynedabe (Shutterstock), Willyam Bradbury (Shutterstock).

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A Beginner's Guide To Making Your First Video Game

January 28th, 2013Top Story

A Beginner's Guide To Making Your First Video Game

By Zoe Quinn

A Beginner's Guide To Making Your First Video GameGame development has exploded over the last few years, and now it seems like everyone is making a video game. You've got big studios full of hundreds of people. You've got small teams making incredible games. There are more people in independent game development than ever. This is an amazing thing, because everyone brings their unique experience and sensibilities to game design.

The more people who we can get making games and sharing their individual voices, the more we will see games evolve in new and exciting directions.

Believe it or not, this can involve you.

Do you have an idea for a game you wish you could play rolling around in your head? And no one is making it? I've got good news for you: there are more tools and support than ever to help people who have no experience with coding or development start to learn how to create the games of their dreams. If no one is making what you want to play, why not learn how to make it yourself?

Start small, and be ready to fail.

Before you get too excited, please realize that, as with any other skill, learning how to design and develop games takes time and practice. Your first game won't look like the polished games you're used to playing, much like your first drawing won't come out looking like Monet. This is absolutely fine. My first game has a huge bug in it that causes it to break for about half of its users. I was unable to figure out how to fix it.

You should shoot for what developers call a prototype: a smaller version of your idea with a few working mechanics, a prototype that lets you see how your game plays, allows you to improve the design, and forms the foundation that you can later build upon to make a full game.

As you make your first game, you will also experience the same thing every other developer has: "feature creep" or issues with scope. You will likely want to put too much into your first game—too many mechanics, too much content. Your ambition will push your toward any number of traps. This is okay, as long as you fix it or "scope down".

For your first game, distill what you'd like to see into a single mechanic and try to create that one thing. Go with a simple mechanic like "navigate a story by selecting your actions from a menu" or "keep an object from dropping". Think Pong, not Call of Duty. It likely won't be the next big thing, but it will be a prototype, and it will be something you can build on in the future, if you desire. Some specific things you may want to avoid putting in to your first game include multiplayer functions, online scoreboards, or working in 3D.

Choose your tools.

So you have your idea, distilled down into a manageable, simple game. Now what? This is where those tools I mentioned come into play. There are an enormous variety of them, and more are being created all the time. This guide is primarily for those who have absolutely no computer science skills, have never programmed anything in their life and think that it's beyond their ability to do so.

The following tools will help you go from no coding or development experience to having finished your first prototype. Most of them come prepackaged with sample games, and one of the best ways to learn a new game development tool is to muck around with them, take them apart, and see how they work.

I've chosen to focus on these three tools because they've got the least-steep learning curve, they can produce a wide variety of games, and they can produce a prototype fairly quickly (so you can have the satisfaction of having something playable sooner). They're all either free or have free versions, meaning you won't have to drop a couple hundred dollars to figure out if this is something you want to pursue.

1. Twine

Twine is a fairly new and free program that allows you to make choose-your-own-adventure style games and spit them out into an html file that you can easily share with the world. It uses a visual editor with easy-to-grasp codes and syntax. You enter your story text and commands into a series of linked nodes.

If you have absolutely no experience with coding or any sort of programming, Twine might be an excellent place to start. Not only is it very easy to pick up and use, but it will also teach you the basic principles of programming: if-then statements, variable manipulation, and other concepts that form the core of understanding how to do things with code.

A Beginner's Guide To Making Your First Video Game

If you have experience with coding or web development, you can easily scale Twine games into more complex programs. The fact that Twine outputs html files means you can embed anything you would into any web page, including photos, music, and even other flash games.

Twine has already been used for a variety of purposes—games, poetry, and even interviews with game developers. The main weakness of it is that, if you're looking to do anything more complex than if-then statements—say, random or timed events—you'll have to write your own code. That kind of thing isn't natively supported by Twine. Also, if you're looking to make anything action-based (such as a platformer or shooter), you will want to choose a different engine.

Games made in Twine: Howling Dogs, Afterward

This tutorial by Anna Anthropy will have you up and running with Twine in as little as half an hour. I definitely suggest starting here. If you want to go further, Porpentine has a list of amazing resources including code snippets, documentation, and other useful links here.

2. Stencyl

Another recently-created tool, Stencyl has a very user-friendly graphical interface that will help you make a wide variety of games. Stencyl uses a Lego-like approach to coding, where you arrange code "blocks" and snap them into logic statements. If you're starting to get the hang of coding, you can switch to a mode that will let you view and edit the code in these "blocks," allowing you to tweak or even create code from scratch that will work with everything else in the program.

The tool also comes pre-packaged with several sample games, which you can modify to your heart's content. Viewing and editing the code in these blocks is also a way to begin to understand Actionscript3, which you can then apply to making flash games and apps without the aid of Stencyl.

A Beginner's Guide To Making Your First Video Game

Since Stencyl games are output to a .swf (flash) file, this makes it easy to share your games with others. If you don't have web hosting of your own, you can upload your game to Stencyl's site and share the link from there.

Another advantage of Stencyl is its in-program asset server, which allows you to download and share art assets, code blocks, and even entire games right in Stencyl.

Stencyl does have a few drawbacks. Since the program is relatively new, it's still got a few bugs. A bug I've encountered has erased most of my work, so if you're going to use this tool I highly recommend saving multiple copies of what you're making. Save often. The base program comes free, but the pro version (which offers more customizations and access to private forums) is $79 dollars a year. If you want to port your games to iOS it's another $149 a year.

Games made in Stencyl: Handheld Video Game, The Brim

You can see a handy video tutorial on making Stencyl games here, though the program has a very good crash course built into it. Additional info is available on their fairly-comprehensive site, Stencylpedia.

3. GameMaker

GameMaker is very similar to Stencyl, but has some key differences. GameMaker's free version only exports to executable files (.exes or .dmgs) with watermarks on them. It offers more formats and features if you purchase one of the paid versions (Standard for $49.99, Professional for $99.99, and Master for $499.99). GameMaker uses a similar drag-and-drop interface approach to code, but uses its own language that only works in GameMaker. However, GameMaker has been used to produce high-profile indie games such as the original versions of Spelunky and Stealth Bastard.

A Beginner's Guide To Making Your First Video Game

GameMaker, like Stencyl, has a very useful tutorial that comes packaged with the program. I highly suggest running through it on your first time to get a feel for how things work and how to navigate the interface. Once you've done that, YoYo Games has a ton of tutorials that might help you make the specific kind of game you're hoping for. GMLscripts is a wonderful site full of free scripts you can use in your game, and TIGsource has a thread for tutorials and open-source GameMaker games.

Those are the three tools that I would suggest to total beginners who have little to no coding experience. They are far from the only ones available. There are more advanced and powerful development environments such as Unity, code frameworks such as Flixel and Flashpunk, and highly-specialized tools for making a specific kind of game. Two of those are Adventure Game Studio and Inform7. This is just the tip of the iceberg—if you can think of a specific sort of game you'd like to make, you can likely find a code library or program that will help you make it.

Get some graphics. Get some sounds.

If you're worried about coming up with art assets, music, sound, and other things that make your game more polished, don't worry. Freesound.org has tons of open-source sounds, OpenGameArt.org can cover your art, and you can search music sites like SoundCloud for open-source music.

If you use anything that was created by someone else, be sure you're using something under Creative Commons, and do credit them in your game. Supporting other artists is what keeps things like this happening.

Find an honest person to play your game. Observe this brave individual.

So you've prototyped your first game—now what? Share it! You can learn so much about the design of your game by sitting down someone who hasn't played it—and ideally isn't a relative or significant other—and having them play your game. See what they instinctively do, what they understand and what they don't. Get as many people to play your game as you can, and try to find out what worked and what didn't. Then, iterate on your design as much as possible.

So much of making a game is iteration. Don't be afraid to try things and be wrong. No game is ever perfect, and nothing ever feels completely finished. But don't let this stop you from ever declaring your game is done and moving on to the next one.

You need to iterate on yourself as a game designer as much as you need to iterate your individual games. Don't fuss with a single prototype forever. Don't try to force a design that just isn't working. Don't be afraid to move on.

Do all of this again, and you'll probably do it better.

Finish your game, then make another.

The most important thing you can do after making your first game, playtesting it, refining it, and releasing it is to make another one. Getting involved with other game developers is a great way to do this. Our numbers are growing every day. You can get help on specific issues or just gain inspiration from working with your peers. Game Jams are an especially-wonderful aspect of this. Jams are frenzied game development events where you have to make a prototype in a limited amount of time, sometimes with the constraints of a common theme or specific toolset. These Jams are a great way to hone your skills, forge new ones, and work with interesting people who you might not have the chance to otherwise.

Once you've made your first game, the next goal should be to make a good game.

Do some research. That doesn't just mean "Playing games."

Studying game design is something I'd suggest for anyone who loves games, not just those who want to make them. It's a complex skill with many aspects, and thankfully there is a lot of material you can check out on the matter. The GDC Vault has a lot of free talks on myriad subjects. There are tutorials on how to make physical prototypes of games using paper, and even lists of things you should NOT do as a game designer.

Plenty of individual developers offer talks on aspects of game design on their sites. Check out the contributions from Anna Anthropy, Chris Hecker, and Steve Swink, to name a few.

If you prefer to study things in dead-tree format, check out books like "How To Do Things With Videogames" and "Extra Lives."

***

With these tools and resources—plus thousands more available with a bit of Googling—anyone can start making and sharing games. Hopefully this guide will get you to turn an idea into a prototype.

Game development doesn't have to be an insurmountable task only accomplished by experienced programmers or teams of hundreds.

Everyone brings something uniquely "them" to game development—what kinds of things will you make?

Zoe Quinn is an independent game developer, co-founder of Dames Making Games, fire performer, and future skeleton. She has 99 problems and being a decaying organism aware of it's own mortality in a society run by money that she can't escape from is one.

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We Need Fewer College Graduates

January 28th, 2013Top Story

We Need Fewer College Graduates

By Hamilton Nolan

We Need Fewer College GraduatesRaising the percentage of Americans who have college degrees is a major component of the Obama administration's education goals. It's a policy that can swing many billions of dollars towards the higher education industry—an industry that is growing every more conscious of the fact that its financial foundation is not solid. "Promoting higher education" sounds like a good cause, in the abstract. But it may be a huge waste of money.

A new report from the Center for College Affordability and Productivity points out that, technically speaking, a whole lot of bachelor's degrees are going to waste in the job market.

About 48 percent of employed U.S. college graduates are in jobs that the Bureau of Labor Statistics (BLS) suggests requires less than a four-year college education. Eleven percent of employed college graduates are in occupations requiring more than a high-school diploma but less than a bachelor's, and 37 percent are in occupations requiring no more than a high-school diploma...

Past and projected future growth in college enrollments and the number of graduates exceeds the actual or projected growth in high-skilled jobs, explaining the development of the underemployment problem and its probable worsening in future years.

So, at a time when our collective student debt level is dangerously high, when nearly half of college graduates are not in jobs that require their college degrees, we are actively, as a matter of government policy, trying to raise the percentage of Americans who get college degrees—even though the supply of college grads is already projected to exceed the supply of jobs that might require a college degree.

This naturally raises the question: why the fuck would we be encouraging more people to get college degrees? It sounds like we should be encouraging fewer people to get college degrees.

Education is good. And going to college is nice. But sending millions upon millions of our young people to college comes with a cost: a huge financial cost to the public that subsidizes those degrees, and a huge financial cost to the students themselves, in the form of student loans. (There is also the opportunity cost of all those kids spending those years in college when they could be doing something else more productive.) Having spent billions upon billions of dollars getting all these extra college degrees, the graduates find that when they leave school, they are forced to get the same jobs that they could have gotten without a college degree. At best, we are simply inflating the resume requirements for menial jobs; at worst, we are pursuing a woefully misguided policy that expends great effort and financial resources producing a bunch of indebted graduates that no one has a productive use for. It amounts to a pointless government subsidy to the higher education industry. It also displays an irrational fetish for credentialism. If the government wants to invest in public education, there are many more economical ways—free online classes, more funding for libraries—than funneling more students towards unnecessary bachelor's degrees.

Would it be nice for every high school graduate to get a college degree? Sure. It would also be nice for every high school graduate to take a year off and travel around the world, to expand their horizons, at no cost to themselves. But you don't see a massive public movement to subsidize such a program, even though you could make the same arguments for its benefits to the minds and souls of young people as you could make for going to college.

College is not magic. It is a system of education that costs money, and it exists based on the assumption that that education will ultimately pay for itself on the back end. If it becomes abundantly clear that such extended periods of schooling do not pay for themselves, and that they are, on balance, detrimental, what with their penchant for locking wide-eyed idealistic young grads in prisons of inescapable debt, then we should not be promoting it as a matter of policy! Do not fall prey to all these silver-tongued college administrators! They've spent decades honing their crafty rhetorical tricks!

Going to college is great, assuming you put your degree to use one way or another. (Going to college just for fun, or just for the sake of reveling in the beauty of knowledge, is also great, but it is a luxury, and like any luxury, it goes only to those who can afford it. We do not as a matter of course recommend that people ruin their financial futures in order to indulge in momentary luxuries.) There is absolutely no shame in not going to college, if you want to do something in life that does not require a college degree. We should not be subsidizing colleges in order to provide America with a desperate, indebted class of future temp workers. It does not make sense.

[CCAP. Photo: Getty]

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