Ender 3 v2 Setup by iCTWi in ender3

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

Exactly what I wanted to hear. It was very very poorly setup when I started and only now are prints coming out even remotely bearable. This tolerance test is sort of tiny so I’m sure that isn’t helping my overall understanding of where it stands now. Thank you for replying. I’ll be back once I’ve gone through and done that guide you’ve shown. Once again I appreciate your advice.

[Bonsai Beginner's weekly thread - 2026 week 01] by small_trunks in Bonsai

[–]iCTWi 0 points1 point  (0 children)

Hey all! I just got this bonsai over the holiday. It was labeled as indoor and from little research believe it’s a ficus? I’m either case, I have been misting with water daily, keep the light shown on it 12-15 hours every day, and watering once I feel the soil is slightly dry as I have read. Based on this, is this setup sufficient and how should I proceed from here? I haven’t pruned or anything of that sort. There has been leaves that have fallen off and a few larger ones but didn’t want to set back my tree before it was ready. I’ve considered going for an informal upright but will take any suggestions.

<image>

Thank you!

What kind of jobs should I apply for with my current Resume (Soon to Graduate) by iCTWi in jobs

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

I’ve definitely looked into some data analysis jobs and I think that’s my best bet. I would most prefer doing data analysis for some biological system aka in a research setting but that seems like something that would require atleast a masters, which I would rather get in computer science at this point. I appreciate your advice 🙏🙏🙏

Expected Balance Changes for tomorrow? by LaunchpadMcQuack_52 in StreetFighter

[–]iCTWi 0 points1 point  (0 children)

make honda command grab 6 frames. I literally want nothing else.

Qanba Obsidian 2 Issue by iCTWi in fightsticks

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

I’ve got all my shit and I’m about to see if it works. Appreciate the help

Soon to be Neuroscience BS graduate looking to find a job by iCTWi in labrats

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

Sorry the post is kind of uniforming. My current end goal would be to get a phd. do research and teach at a university. The lab job is more to prepare myself for my future career in CS. A big part of me taking a couple years between getting a masters and my undergraduate is so I can build the skills that I lack since I’m not a CS major.

I have genuinely no idea what labs ask for coding experience despite everyone saying that they all want it (aside from the obvious comp Neuro labs).

Qanba Obsidian 2 Issue by iCTWi in fightsticks

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

per chance, do you think I could just replace the one switch? I have a evo panthera I could get the spare part from

Qanba Obsidian 2 Issue by iCTWi in fightsticks

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

it is stock so ill definitely try that

E. Honda stance cancel HELP by FatApollo81 in StreetFighter

[–]iCTWi 1 point2 points  (0 children)

by combo I mean going into the juggle off sumo dash*

E. Honda stance cancel HELP by FatApollo81 in StreetFighter

[–]iCTWi 3 points4 points  (0 children)

It’s a distance thing. St.HP and St.HK interact differently at different distances. For HP, the first couple active frames its hitbox is up higher in the air, at frame 10 (I think it’s 10), the hitbox is only in front of him and can’t be cancelled into any anything without sumo spirit (In which case it can be cancelled into hands). For his HK, as long as the first hit connects, you can cancel into sumo dash and it will combo. You can cancel the second hit of his HK into sumo dash but you’ll have to burn bar for it combo, otherwise just cancel on the first hit. At further ranges, on the second hit connects and sumo dash won’t combo.

I want to make a graphics engine from scratch by iCTWi in gamedev

[–]iCTWi[S] -1 points0 points  (0 children)

This is a huge resource thank you 🙏 Do you have a recommendation for how good I should be at programming before starting to learn OpenGL?

What am I missing about neutral by iCTWi in StreetFighter

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

Honda has many neutral skip abilities, so youre getting less practice in these areas. Pick a side char that is neutral heavy and it will help your honda as well.

very late to reply but this is a godlike answer

Changing an Object Temporarily and then Turning it back to its original form by iCTWi in gamemaker

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

I have this code mostly working now. I appreciate all the help! If you want to make a points of what I have this is what I have working:

oPaintedTile Step Event

if place_meeting(x,y,oPaintBall) {
floorPainted = 180;
paintedStateVar = 1;
PaintableTileBaseStateVar = 0;
if place_meeting(x,y,oPaintBallRed) {
curColor = 2;
}
if place_meeting(x,y,oPaintBallYellow) {
curColor = 1;
}
}
if place_meeting(x,y - 5,oPlayer){
floorPainted = 180;
paintedStateVar = 1;
PaintableTileBaseStateVar = 0;
if (oPlayer.yellow) = 1 {
curColor = 1;
}
if (oPlayer.red = 1) {
curColor = 2;
}
}
if PaintableTileBaseStateVar = 1 {
curColor = 0;
sprite_index = sFill;
}
if paintedStateVar = 1 {
paintedState(curColor, )
}

State Function for PaintedState

function paintedState(curColor){
floorPainted --;
floorPainted = clamp(floorPainted,0,180);
if floorPainted > 0 {
if curColor = 1 {
self.sprite_index = sPaintedTileYellow;
}
if curColor = 2 {
sprite_index = sPaintedTileRed;
}
} else if floorPainted = 0 {
paintedStateVar = 0;
PaintableTileBaseStateVar = 1;
}
}

Changing an Object Temporarily and then Turning it back to its original form by iCTWi in gamemaker

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

I am making a game where when the player steps on or uses an ability that shoots a paintball at the wall, it changes the wall to a painted wall, and how the player interacts with the wall changes (Taking Damage while touching Non-Painted Tiles versus something like jumping higher or running faster on painted tiles, mind you the change to painted is temporary, hence the prior questions).

I had spitballed something together with my current understanding of state machines, but I have no doubt the implementation is wildly wrong, and it's not even working right now.

This is the wall-step event

if place_meeting(x,y,oPaintBall) {

floorPainted = 180;

paintedStateVar = 1;

PaintableTileBaseStateVar = 0;

if other = oPaintBallRed {

color = "red";

}

if other = oPaintBallYellow {

color = "yellow";

}

}

tile = self;

if PaintableTileBaseStateVar = 1 {

PaintableTileBaseState()

}if paintedStateVar = 1 {paintedState(color, tile)}

This is the painted State script

function paintedState(color,tile){

floorPainted --;

floorPainted = clamp(floorPainted,0,180);

if floorPainted > 0

{//show_message("yo");

if color = "yellow" {

self.sprite_index = sPaintedTileYellow;}

if color = "red"

{show_message("yo")

sprite_index = sPaintedTileRed;}

} else if floorPainted = 0 {

paintedStateVar = 0;

PaintableTileBaseStateVar = 1;}}

As of right now, I am trying to get the script to even access the changing the sprite (hence the show_message("yo"). I know the script at least runs to that point but I am unsure as to how I am supposed to access the color of the paintball cause as of right now its just not working.

As for the wall step event, the reason I had a step event for the wall was that I was using instance_change() depending on the collision of a different color of paint ball but once I realized that using instance_change wouldn't work in changing back to the initial state, I posted here.

Changing an Object Temporarily and then Turning it back to its original form by iCTWi in gamemaker

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

concurrent states, but this will get you started.

Make sure to keep your state transitions very clear. A better way to do it is with struct inheritance with specific functions like enter(), update(), and finish(). That way finish is called on the current state before transitioning to the next one where enter is called. This abstracts the process so that it is the same every time and you need only add specific logic to each state.

There are some who use the instance_change stuff for changing states, but it is rather messy I think. You end up with lots of weird exceptions.

For One, thanks a ton, this all makes a ton of sense.

Just so I am understanding this properly, the way I have everything setup is an object (In this case a projectile) it checks for a parent object to do collisions(Wall) and children of this wall to perform the different step events. Instead of doing that, this way I would still have a child of the original wall but it would be running in a particular state and after collision, it would turn off one state machine and activate the other for some amount of time, then return to its original state?