How to fall asleep quickly in 4 steps

Hello! While using the method I’m about to write here trying to take a quick nap today, I had the idea of sharing how I get to the sleep state whenever I want to fall asleep quickly.

Here’s a list of ‘states’ that I reference in the following steps:
Awake – Your brain is at 100% activity  
Rest – Your reactions may be dulled. Half-sleep state.
Snooze – It could be said that you’re asleep, though you’re still aware of your surroundings. Typical scenario is when you’ve woken up but have yet to open your eyes.
Sleep – Someone could put whip cream on your nose and you wouldn’t even notice. Scary thought, huh? It’s not? Oh.

So, without further ado, I’ll get into it shall I?


There’s no point even beginning to try the next steps I’m going to write if you’re going to be twisting and turning every minute. This is because moving about means you’re using your muscles – they’re not being allowed rest, and therefore your body is practically in the ‘awake’ state.


On some occasions, you may go to bed thinking about everything you have to do tomorrow, next week or even that event you have planned in the distant future. Whatever it is, sometimes it won’t leave you alone. You’ll keep worrying about the what ifs, then you’ll get agitated, move about in a fit of rage…and now you’re back to step one.

That might have been a bit exaggerated, but you get the point (I hope). So, what I like to do is imagine a colour in my mind. Close your eyes and think of nothing but that colour. Not the name of it or anything relating to it, just picture the colour in your mind like a blank canvas – the colour black is a good colour to use, especially if the room is dark. If you start thinking about words, then imagine yourself listening to a soft white noise or a low hum.

Here’s a good reference:

You’re likely to find it soothing and should now be in the ‘rest’ state.


Focus on sleeping and nothing else. If you sidetrack your thoughts and start thinking again, you can recover by mentally wiping the thought from your head, but take care to recover quickly! If the tangent grows too big, you could get stressed by the outcome of your thoughts or even just because you got distracted – in this case, stay calm and simply try again. This step will lead you into the ‘snooze’ state.


By this step, you will have already fallen into the ‘sleep’ state and should be merrily on your way to having sweet dreams! Whether you remember them or not in the morning is another story, however!

I hope this helped you to get to sleep more quickly or peacefully and if it did, then let me know or leave a comment!

Have a good nap 🙂

“The bleak future of Bitcoin in the UK”

Blog post written in response to:

I recently looked into Bitcoin (yesterday) since it seems to have so much potential for change in the way our money works because right now there’s a horrid cycle we’ve gotten ourselves into with the banks and whatnot.

To me, it seems that they misunderstand Bitcoin and I don’t particularly blame them – I still do not completely understand it myself yet and there’s a lot I have to research and figure out before I can even get involved.

If somehow we could shift over to Bitcoin with more merchants involved, it could become a primary currency and the bank would fall into equilibrium with healthy competition – if my current understanding is correct.

Video of interest:

DevBlog – Loading Bars #2, MUCH MATHS

My god, this is much more fun than I thought it’d be… The amount of maths an incremental game requires is even more incredible than previous thinking. But even with all the maths, it’s slightly thrilling how relatively easy the methods are for my desired calculations (once I figure them out) 

It’s also coming along very nicely. Basic mechanics are set and with any luck it should be complete and ready for release within the next few days!

It’s true what they say.

“It’s not the destination, but the journey” (“Joy is found not in finishing an activity but in doing it.”)

DevBlog – Loading Bars #1, Incremental games

Sooo, I’m more or less finished with a game which I didn’t want to spend extra time blogging about, just have to add audio and it’ll be complete & ready for upload.

Anywho, I’ve been “playing” quite a bit of Cookie Clicker recently (now at 100,602,198,077,515 Cookies per second ;_;) and have been wanting to make my own lately and so I’m starting work on a incremental game.

This one’s theme will be loading bars since it seemed like a wacky thing to try and for some reason that was what I wanted it to be based on as soon as I thought about making it. At the moment I’m drafting ideas and drawing designing the UI to figure out where I want things, how the game should look and to see what stats I can fit in there.

I think I can let you see my draft 🙂 :

100 achievements
User interaction
Progress - 1:1 ratio of each percentage loaded.
Bars - Shows how many loads left till update is available.
Update - increases bar rank+loading speed.
Rank(each) = %speed increase
Prestige system:
Medals of Progress
All progress bars @rank 200 = prestige.
Level bar = increase size + player rank
Idle rewards:
Flashing bars - flash for 10 seconds, click to double load speed for 60 seconds
Easter Eggs:

I’ll be wanting this to have input from incremental players so I can craft it into something people will enjoy – even if the game doesn’t actually require input!

MonsterFest DevBlog #2 – I need an illustrator ;_;


Day 17

So I just gave animation another go to see if I could get something I liked, started prototyping ideas in Photoshop and finally came up with a, simple, goblin.

Then came the animation part.

After 2 hours or so of trying to figure out the timeline and layer setup, rotating layers that were rotating in other frames and really, really weird issues with tweening, I’m feeling just a little tired out.

So, if you are or know someone who is looking to create or add to their portfolio, please do let me know. Your/their work will be commercialized and heavily credited.

There may even be profits for them in the future.

I’ll just leave this here:

“rawr. im gonna club ya!”

Random Game Design Tip #1 – Think passively

I find it’s often easier and less time consuming to use what I call “passive” methods instead of more “destructive” methods of coding.

So for example, instead of having a power where your character shoots a ball-like projectile which causes enemies to topple themselves (probably wouldn’t be too hard, if you knew how) you could have it do damage to them while passing through each of them, instead of using collision.

Don’t let this deter you from trying things out or making whatever you want, of course. However, if you’re short on time and costs are piling up, it’ll most probably be easier to code and use a lot less CPU resources too.

MonsterFest – DevBlog #1

Day 14

Hello there!

I saw another devblog somewhere and thought it seemed like a cool idea so I decided to make my own!

So I’ve been developing a monster-themed shoot-em-up with RPG elements for around 2 weeks now and I’ve gotten pretty far.

The main gameplay is done and now I’m just adding the RPG elements, making sure the HUD and everything works and working on menus in between.

It’s amazing what I have done within 2 weeks compared to my first app which took around 4 months using Lua in another 2D mobile SDK I was learning. (there were some minor setbacks).

Anyway, some screenies!

Here’s what I’ve accomplished so far(Thanks again to everyone who answered any questions I had!):

MonsterFest early development screenshot

“Dem grey orcs”

So as you can see, I’ve got my ugly grey orc placeholders spawning from each side and all my variables are running fine.

Each orc has it’s own HP bar which decreases in width when hit by the character(who currently has a pistol).

With intentions to have multiple characters available, I’m developing with that in mind and used an array for my character sheet to hold each of their values e.g. xp, mana, hp, power which can be upgraded with stat points(speaking of which, I completely forgot to add those to my array…), gained by leveling up or through other modes which will come along later.

The game is inspired by the 3D Tower Defense/RTS games, Dungeon Defenders and Orcs Must Die! 2 but will have more emphasis on character, weapons and the monsters themselves. I may even add a story.

It’s becoming increasingly clear to me that game development is indeed a lengthy and can be costly process but in the end, I can tell, it’s certainly worth it.