Indeed. As a silly example, I had a Pacman clone game that ran based on CPU cycle speed. I needed to turn the in-game speed setting way down and toggle turbo off to make it slow enough to be playable.
Indeed. As a silly example, I had a Pacman clone game that ran based on CPU cycle speed. I needed to turn the in-game speed setting way down and toggle turbo off to make it slow enough to be playable.
Yeah, fair. It’s frustrating when prices fluctuate; I’m lucky that we don’t have many “must have” items on our shipping lists, and I’m very price sensitive, so I just don’t buy things that are expensive. And I only used to go to Superstore at most weekly, so I’d never have noticed daily fluctuations.
Beehaw never defederated with lemmy.ml. Most notably, Beehaw defederated from Lemmy.world which is one of the main reasons I’m happy to stay here. If Beehaw moves away from Lemmy, I’ll definitely need to find another instance that’s defederated with Lemmy.world.
To be fair to Loblaws, I’ve never seen them change prices with these mid-day, so they’re not engaged in “surge pricing” that I’ve heard of. (I haven’t been to Loblaws since the start of the boycott, but I don’t expect it’s changed.)
But I do wonder about the legality of that; right now, if the price at the till doesn’t match the item price, you get the first one free and the rest at the marked price (up to $10 items; above that it’s $10 off the marked price for the first item). But my impression is that policy is from Loblaws signing some sort of grocery code ages ago when scanners came in, essentially to assure consumers that they wouldn’t be scammed by scanners ringing up items at higher prices than advertised. I don’t think that is legally mandated.
So, then, what happens if the price changes between when you put it in your cart and when you arrive at the till? Anyone engaging in surge pricing where the timing isn’t clearly marked in advance is going to get into a lot of trouble with consumer backlash, at the very least, but I hope it’s illegal, too.
This seems like it might work really well. We’ve evolved to be social creatures, and internalizing the emotions of others is literally baked into our DNA (mirror neurons), so filtering out the emotional “noise” from customers seems, to me, like a brilliant way to improve the working conditions for call centre workers.
It’s not like you can’t also tell the emotional tone of the caller based on the words they’re saying, and the call centre employees will know that voices are being changed.
Also, I’m not so sure about reporting on anonymous Redditor comments as the basis for journalism. I know why it’s done, but I’d rather hear what a trained psychologist has to say about this, y’know?
To add to what the other poster said:
I’m not an expert, but my understanding is that noise cancellation works by inverting sounds waves to deaden the sound. So, like, if you add sin(x) and –sin(x) you get 0.
This system is actively adding inverted sound waves to cancel most sounds. What makes this system unique is that it samples the voice and uses the unique “voice print” to selectively not invert the sound waves from the targeted voice.
Or that’s what I’m getting from reading this, as a layman.
This was my main concern. What’s the monetization strategy?
But then you need to know enough about the topic already to know what is stable and what changes with newer versions.
Like, the “web dev boot camp” course I got from UDemy a few years ago as a guide for building a web dev high school course: I recently went back to to look something up, and the whole thing has been completely redone start to finish. Makes sense, considering that it’s updated to the newest versions of Bootstrap and other libraries (and who knows what else).
I know nothing about Rust, but I would assume there are at least some libraries that have major new versions in the last couple of years which might change best practices somehow? idk. But the harder part is not knowing what you don’t know.
I already knew the broad strokes of most of what I’ve watched so far (about halfway), but it’s very entertaining. I’m watching at 2× speed, fwiw (which is typical for me).
Edit: Just finished it. Wow. I had no idea there was still new ground to cover in NES Tetris. Really cool ending with explaining the next Grail in NES Tetris.
My level of research was to come to the comments hoping someone had explained the weird numbering jump already.
To add to this:
Ain’t no way a brand new game studio is getting a loan at 6%. If they can even get a business loan at all (good luck!), it would be at a much higher interest rate due to the risk, and/or require assets to be held in collateral (only an option if you’re already wealthy to begin with…)
I was curious, so I looked it up: Earthbound has a fairly gentle XP curve. Double XP takes you from level 33 to 40, assuming you play the same.
I haven’t played Earthbound enough to remember if there’s grinding, so idk if it’s necessary. In general, I tend to find the existence of double XP romhacks is usually enough to indicate that I’d rather use them, based on my playstyle preferences. Someone thought it was beneficial enough to put hours of work into!
There’s a double XP romhack.
“Skip the grind” romhacks are the only way I play a lot of JRPGs. I don’t want to mindlessly battle to advance in the game. I have better things to do with my time, like playing a wider selection of games. I don’t need games’ length padded!
Not sure if it’s needed for Earthbound, but I’d probably just use it anyway. Most games set up a good leveling curve, so double XP shouldn’t break the game even if it’s unnecessary.
Earthbound and Super Mario RPG are the two best entry points to SNES-era JRPGs. I haven’t played many JRPGs since the OG PlayStation generation, though, so I’m out of the loop on newer games. But they’re both better entry points than any of the PS1 JRPGs that I know of/played.
I’m more partial to Super Mario RPG, personally. Timing attacks in battle made the grind more engaging, and the Mario world is well known by pretty much any gamer already, too.
I’m feeling the same way about Minion Masters. I just play it on my Steam Deck, but it got an Android release recently. They gave away a few of their “DLC” packs (which is how I found it about it), so maybe my experience is a bit atypical, but I’ve just been playing for a week or so and I already have more than half the available cards and enough currency that I can craft any cards I really want to finish a deck.
I haven’t paid a cent. It’s so generous with its freemium model that I’m probably going to buy an in-game currency pack if I’m still playing once my Google Rewards wallet ticks high enough to buy one.
Same for me. Lots of consoles have lots of great games, and I really like the idea of the PS2 library’s depth and quality. I bought a 1TB MicroSD card for my Steam Deck OLED and loaded it with a 1TB image of curated roms from a private tracker thinking I’d play a lot of the ones I missed…
…But the only non-Steam game I’ve played is FF5 for the SNES. I’ve wanted to play it since I found out Final Fantasy “III” was a lie. The Steam Deck is the ultimate SNES RPG machine.
That and my SD2SNES in my childhood SNES gets a lot of play time with my 6 y.o. son. He’s almost able to beat world 1 of SMW solo, but he prefers Kirby Super Star, where he can beat world 1 and most of world 2.
I’m privvy to some of the details from this on the EA side of things, and everything in this video is accurate, from what I know.
It was quite a bit of work for EA to strip FIFA out of everything, though. All the UX elements, of course, but they also wanted to be sure to strip FIFA from database names and entries, servers, and a whole host of other places. EA wanted to be 100% confident that there was no mention of FIFA anywhere, just to be completely in the clear from any trademark disputes.
Hearing my connection in EA talk about it reminded me of Y2K patching, lol. Going through the codebase and databases meticulously to check and double check everything.
I watched most of this video (in the background) the other day. I have a technical background, but I’ve never made a “real” game. It looks like a really good tutorial for newbies to making games.
I look forward to seeing the later videos!
Also, I found it an odd coincidence that he chose the exact knight sprite I used for a Scratch tile-based-game tutorial project for a lesson a few years ago. CC0 assets are awesome.
To add to the other suggestion, you could set your default ringtone to silence, then set a custom ringtone for “priority contacts” so they can actually ring you.
I played Superhot first on the Deck. Since time only moves (much) when you’re moving, you have lots of time to practice aiming and getting used to track pads/stick + gyro controls. It requires precise aiming, and there are occasional times where speed helps, so it was a good “training” game for me.
It’s still not as natural as KB+mouse, but I’ve been enjoying Ziggurat 2 a lot (on normal difficulty). I won’t push into hard modes, like I would on PC, but it’s working well for me.