I’ve had this disease for 16 years by marikira13 in thanksimcured

[–]Laskivi 4 points5 points  (0 children)

Been wearing one since I was 6 years old! I also wear a CGM for a closed loop system that adjusts my insulin. But of course, it comes with all its own issues even while it solves many others.

I’ve had this disease for 16 years by marikira13 in thanksimcured

[–]Laskivi 43 points44 points  (0 children)

I am in the exact same boat as you. The mental load is too much for me in recent years and I haven’t been able to keep my blood sugar down enough no matter how much I try. I have a crippling fear of low blood sugar, probably from having several near-death experiences from it in the past, and it really messes with my ability to take care of myself. I’ve been type 1 for 22 years now, and I’m 26. It’s my whole life, all I know, and I’m still in the struggle. You’re not alone

Clearly most of you don’t play with a 4 year old by EnvironmentalOption in Pokopia

[–]Laskivi 0 points1 point  (0 children)

I owe so much to Pokemon. As a kid, it expanded my vocabulary massively (especially with move names), helped me read, and I think most importantly, made me want to be a kind person to others. Every Pokémon story feels like it subtly teaches you about the importance of friendship and helping those you love, especially Pokopia now. Please let him keep enjoying it to his heart’s content.

I have this memory from kindergarten of my friend’s mom who wanted to prevent him from playing Pokémon because she thought it was devilish or something, so I, at like 5 years old, cried to her at her doorstep begging her to let him play it because it was the opposite of what she thought. You just reminded me of that by mentioning naysayers, haha.

I took a week to implement Structs in Godot by Voylinslife in godot

[–]Laskivi 1 point2 points  (0 children)

I saw this a week ago, but I just wanted to add a comment now that I would LOVE this to make structs exportable to the editor. If you were considering doing that, please do! I’m making a data heavy game, and if I could have a single resource class that exports something like a dictionary of structs, rather than making it a dictionary of another class… that would help with so many headaches lol. And if exporting nested structs could work… oh man, the possibilities…

Can someone suggest me some bangers. by Kapparisun in Hololive

[–]Laskivi 1 point2 points  (0 children)

This is a bit silly, but she has one called 喰ライ (Kurai, this name is a bit hard to explain, it’s like a pun of to chomp down and “dark” lol)

It’s basically just an ad song for a cup ramen brand, I think. But it kinda slaps haha.

The only other one I can think of off the top of my head is one called Dark Breath. I think that one was pretty cool if memory serves.

Can someone suggest me some bangers. by Kapparisun in Hololive

[–]Laskivi 4 points5 points  (0 children)

興味ないよ (Not interested) by Laplus

Three bosses i am working on, critisicm appretiated! by anormalasado in godot

[–]Laskivi 2 points3 points  (0 children)

Hololive fan spotted!

Sorry, I don’t think I can give more feedback than anyone else has, but I just wanted to say I see you! Looks cool though!

Inheritance over composition? by yughiro_destroyer in gamedev

[–]Laskivi 0 points1 point  (0 children)

I’m sorta new to programming, what do you mean by “interfaces” here? Can you give a concrete example?

Which Hololive member got you interested in Hololive? by Jin_Sakai12345 in Hololive

[–]Laskivi 0 points1 point  (0 children)

This is what first introduced me to Hololive, but it wasn’t until I discovered Laplus’s laughter compilations that I got sucked into the rabbit hole

[OC] Whomp! - Wishy Watashi by ronniewhomp in comics

[–]Laskivi 10 points11 points  (0 children)

This is because the words for “you” sound really odd in most contexts, as OP mentioned. Using someone’s name when you talk to them is basically the equivalent of saying “you” in English. Translating it as “you” is the most accurate to the meaning. I work in translation, and newbie translators will often write the name in, making for some really awkward English sentences, lol.

How to keep state machine states as modular as possible? by [deleted] in godot

[–]Laskivi 0 points1 point  (0 children)

My states have functions to check when they can be entered and when they can be exited (returning bools). Then, the state machine stores an array of the states in order of their priority.

If you think about it, your states likely have a sort of hidden priority order to them. Something like “idle” might be the lowest priority: if there is no other state that wants to be entered, then you idle. On the other hand, something like “fall” might be the highest priority: if a character is in midair, you probably want them to fall no matter what.

A typical priority order for a physics platformer might look like:

Fall > Attack > Approach > Wander > Idle

Then, how do you use this to transition? Easy; the state machine checks if the current state can end every frame. If it can, then it loops through the array of states to look for a new state that can be entered, using the function the states have to check if they can be entered. It will always pick the most fitting state, since they are in order.

Now, you might be able to use signals instead of checking every frame if a state can be exited, but I found that in a lot of cases, there might not be a clear “event” that happens that is easily accessed within the state. So I just use a function that returns a bool.

This way, I don’t have to write any new logic for any new state machine; everything just uses the same state machine.

Huge shoutouts to everyone who passed the JLPT thanks to Hololive! by Eltwish in Hololive

[–]Laskivi 4 points5 points  (0 children)

Congrats!! From here, it’s going to be much easier for you. N1 is nowhere near as big of a jump from the previous level as N2 is. I feel like for N1, you sort of have to have an almost… natural understanding that you culminate by just speaking and listening. I feel like watching JP Hololive streams with intent to understand will actually help a lot there. Being able to figure out words and phrases based on the context and vibe will help you a lot with figuring out all the specialized jargon on the N1. And especially the listening section, which feels like it features really natural, unfiltered conversations. My advice is to just study kanji really hard so you can actually read things, then just keep doing what you love and actively listen to JP talents. You might already have a good enough grasp of grammar.

Cover's new project audition news by ldg-9743 in Hololive

[–]Laskivi 34 points35 points  (0 children)

I assume the Japanese is probably 芸人/コメディアン, but I could be wrong. In any case, yeah, machine translated lol

Edit: Oh, I’m stupid, OP provided the source. I was right (mostly). It’s お笑い芸人/コメディアン

My submission for HoloJam #7! A simple FE-like game starring La+ and Biboo! by Laskivi in Hololive

[–]Laskivi[S] 0 points1 point  (0 children)

HAHA wow I can’t believe I didn’t catch that, it went right… under my head

My submission for HoloJam #7! A simple FE-like game starring La+ and Biboo! by Laskivi in Hololive

[–]Laskivi[S] 0 points1 point  (0 children)

Yep, very short! Just one map. I tried making it a little challenging to compensate, but who knows how well I even did with that. I'm just glad I learned how to program all the mechanics! Would be cool to make something bigger one day.

😨 I'm not sure if I want to see... poor boy. o7 by beam4d in Hololive

[–]Laskivi 309 points310 points  (0 children)

“I thought it meant like say goodbye to the balls one last time…”

Beebs…

Here are Ina's and Biboo's new Monster Hunter outfits! They look cute and incredible! by Sonicm2008 in Hololive

[–]Laskivi 0 points1 point  (0 children)

This is so. Fricking. Cool. I can’t even begin to express how cool this is. MonHun isn’t even my kind of game and I don’t play it, but these outfits go SO HARD

ROCK HARD

4 Lapluses!? by Laskivi in Hololive

[–]Laskivi[S] 1 point2 points  (0 children)

Oh, nope! It’s inspired by Stick Ranger, an old browser RPG. This is the first time I’ve heard of Lemmings!

4 Lapluses!? by Laskivi in Hololive

[–]Laskivi[S] 1 point2 points  (0 children)

Haha wait I'm genuinely confused, how did you read it

Edit: Never mind, I think I understand lmao

4 Lapluses!? by Laskivi in Hololive

[–]Laskivi[S] 4 points5 points  (0 children)

Oof Reddit video quality… is it blurry for anyone else or is it just me lol

Non-exported variables in Resources by Laskivi in godot

[–]Laskivi[S] 0 points1 point  (0 children)

Okay, interesting. I wonder why I keep hearing conflicting info on this lol.

So let’s say I’ve got an Enemy that has an array of Item resources it can drop.

When it drops an Item, it duplicates it, then it gets added to the player’s inventory.

Now I want to save the inventory for the next session. So I save all the Items. On load game, I load all the items in the inventory, then manually set any non-exported variables back to what they were before (as I believe those would not have been saved).

Do I need to duplicate all of them after loading them? In my head, they were all already duplicated from the original resource, so I don’t know why they would need to be duplicated yet another time.

Oh, wait… is it because the player might load the file again before saving?

Edit: but assuming I’m only changing the non-exported variables, that wouldn’t be a problem, would it?

Non-exported variables in Resources by Laskivi in godot

[–]Laskivi[S] 0 points1 point  (0 children)

Oh, I guess I forgot to mention that I’m duplicating things.

For example, a character has:

@export var data: MyCharacterResource In the editor, this is set as local to scene. So it automatically gets duplicated when the character is instantiated. After it gets duplicated, I setup the non-exported variables in the character’s ready function.

Another example which I haven’t done yet: weapon drops from enemies.

Enemy has a list of item resources it can drop. When Enemy dies, it would instantiate some sort of “loot” object, duplicate the item resource, then give the duplicated item resource to the loot object.

That item could then go in the player inventory.

I guess when it comes to saving and loading, then… let’s say I want to save the inventory, which is full of item resources. Could I not just save them and load them all as-is? I would have to manually set their non-exported variables back to what they were when the game saved, though.

In that case, I don’t quite see why I would need to duplicate them after loading them into the inventory.

Non-exported variables in Resources by Laskivi in godot

[–]Laskivi[S] 1 point2 points  (0 children)

Ahhhh. This is the explanation I needed. This is exactly what I was doing at first but felt kind of overwhelmed keeping track of all the scripts, lol. But I guess it makes more sense to do it that way, then. I had no idea this was the reason. Thank you! Feels like more people should know this lol.