A bit of both. I got it because of my skills but I met the guys at my university. It's good because it sounds like I'm working the same way you do - I get work to do but can do it at home and in my own time. So long as it's done before the deadline.
Congrats on the job! Did you end up doing any formal education, or did you pick it up just based on what you were doing in your spare time?
I'm doing freelance web programming, though I'd like to shed the whole "working for other people" thing at some point in the future. Freelance is nice: I set my own hours and rarely need to leave my apartment to work, but I still take orders from my client.
It's been a very long time since we spoke. I've been programming this whole time, I remember I talked to you when I was first thinking of learning it. I also got a job as head front-end developer at a really great company, where I also get to do a bunch of Obj-C, Java (Android SDK) and PHP / JS / jQuery. Woo.
It's the "worst" of the Rat series (3, 5, 7, 9) but it's still awesome. Super comfortable, programmable buttons (can't really do shift+button stuff though..) for three different modes and a pointer speed scrolling thing so you can make it go faster or slower depending.
It's written in C++ with SDL and OpenGL. Its the same engine, and can be used for a platformer, but it is also applicable to any other type of game. In fact, my first game is going to be a Zelda-like adventure game with shmup elements.
Good, dude! I was thinking about messaging you. I've been making a lot of headway on my engine. Once it's done, I'll start on the dev tools. I want to have a graphical frontend for all engine functionality, allowing for something like GameMaker, but more flexible, more modular in design, Open Source, and availible for Mac OS, GNU/Linux, and possibly other platforms.
I was going to post in your thread, but then I realized that I don't really play board games.
EDIT: Found a really simple solution to my programming problem.
I'm building a really deep and strategic battle system for the current game project I'm working on. It's turn based (only because I don't know how to implement time) but it's far deeper than a typical JRPG.
I don't know they just seem random and whatever. For one, I thought cin.get() was to wait for a keypress (enter) including the previous \n, whereas cin.ignore() does the same but omits the \n. I was using them as pauses, though. Do I have to use them specifically after X code? Like only after cin?