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Joined 2 years ago
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Cake day: June 12th, 2023

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  • I know it’s anecdotal and perhaps can’t be blamed entirely on this medication, but I’ve been taking singulair since I was 12 and I dropped out of school at 17 with a 3.8+ gpa. I did three psych holds and two years of therapy and I didn’t feel better until a few years ago at age 26, which was when I was booted off my parent’s insurance and no longer able to get my prescription singulair.

    I did get a high school equivalent degree and an associates degree in my early 20s, but even then it was very difficult for me to hold a job with how often I would burn out and suffer extended depressive episodes. I’m doing better now, but it was definitely a major set back socially and career-wise.





  • It’s interesting how this scene was constructed. The blacksmiths and their table never appear outside except when guiding the one lost blacksmith back home. The old man is usually sleeping in the bar mumbling about his lost son (flute boy) until the pre-credits end sequence where they are reunited in the forest. The text boxes normally have a transparent background, but here it’s a darkened floor tile from Sahasrahla’s hut.










  • BleakBluets@lemmy.worldtoPatient Gamers@sh.itjust.worksOn Fast-Travel in video games
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    11 months ago

    I would rarely choose to fast travel if I had engaging and interesting means of travel like bunny hopping and strafe jumping in Quake, or wall-riding like Lucio in Overwatch. This assumes the world was built to facilitate this kind of movement and there were challenging obsticles, enemies, treasures, secrets, and other points of interest scattered among a variety of paths for the player to choose. Obviously much easier said than done; Super Mario Oddessy and Sonic Frontiers tried to do something like this on a smaller scale (relative to the large open worlds of other games) with varying levels of success.

    Exploration was fun in the BotW and TotK Zelda games, but I found myself relying on fast travel by the midpoint of each of those entries because the enemy camps and treasures just weren’t worth the time nor effort. Dashing on horses wasn’t mechanically deep enough and Ultra Handing vehicles was either too inconvient or resulted in “path of least resistance” designs that led me to hoverbike to new locations very cheaply and easily.


  • BleakBluets@lemmy.worldtoMemes@lemmy.mlYou liar!
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    11 months ago

    My dryer has a couple different presets which all adjust the remaining time dynamically according to a predetermind dryness level. To get around this, I just use the “custom” setting and change the temperature and timer manually.


  • I think the binary they distributed still included the art and sound assets; the users didn’t have to provide their own. And “clean-room” design is more than just providing source code. You need to provide a “paper trial” / commit history and documentation of how the final code was derived from the original code. My mistake, clean room is when you recreate the project without reading the original/compiled code at all. Specifications are written based on observed behaviors of the original user-facing program and new code is written according to that.


  • Maybe I’m wrong, but wasn’t there a way to release this while avoiding the issue of copyright? My understanding is that publishing “clean-room” reverse engineered code is legal. The graphics and sound can’t be redistributed, but you can distribute a tool to rip those assests from a ROM and let the users provide a ROM they own. This is what Ship of Harkinian does no?