Currently studying CS and some other stuff. Best known for previously being top 50 (OCE) in LoL, expert RoN modder, and creator of RoN:EE’s community patch (CBP).

(header photo by Brian Maffitt)

  • 165 Posts
  • 90 Comments
Joined 1 year ago
cake
Cake day: June 17th, 2023

help-circle






  • A (slightly long) highlight:

    Anime Herald: You’ve had a chance to receive some feedback from the fans. What have you learned that might change how COVER Corp. operates going forward?

    Max Kim: We hear from fans all the time, over the years. If there’s one thing we’d want to enhance, it would be for users in the West to have better access to our merch and content. That’s one of the reasons I’m here. We have our own merchandising, as well as merchandise that we create via licensing. Watching the stream is one thing, but also being able to buy their goods.

    In Japan we call it “Oshikatsu.” Supporting the talents that you love, not just by watching online, but participating in various activities. It’s very difficult to do that in the West. The shipping fees are high. It takes time. It’s difficult for fans to get their hands on the official goods.

    That’s why some of the collaborations here in America were successful. We could provide the licensed merch for the fans, so they could wear it to the anime conventions and show their support. We want to make it happen more frequently so it’s easier for them to get their hands on it.

    Anime Herald: That sounds a bit like Japanese idols. You support your favorites by buying the merch, or the chekis.

    Max Kim: Yes.

    Anime Herald: I can imagine why that would be a tricky culture to recreate in the US.

    Max Kim: At the same time, here in the US, sports fans buy their merch. You watch them on TV. It’s not just about watching. I don’t think it’s as foreign as idol culture. It’s just physically difficult right now.

    Anime Herald: In America, with rock bands, you buy the tee shirt, you buy the album, you go to the concert.

    Max Kim: Yes.


    I hope you’re all ready for Breaking Dimensions the breakfast cereal










  • I feel like your preference makes sense when aligned from the perspective of a conventional forum-like platform. However I’d argue that that’s missing a core part of what kbin is/was – and by extension what Mbin is – which is the microblog integration alongside the forum-like stuff. With that context in mind, boosts (or whatever term you want to use for “retweet”) make sense to integrate imo.

    Whether or not you think Mbin should try to integrate the microblog side of things is of course a subjective - I personally think it’s a cool idea to try at least, but with how dominant lemmy has become it can be difficult to reconcile differences and incompatibilities between it and other software like Mbin.














  • For Chapter 1 of “ENigmatic Recollection,” an original realm was crafted within a sandbox game medium. The world takes place in Minecraft. You can watch as this new tale unfolds, shaped by the choices and actions of them, the 19 hololive English members! The details of the overarching “story” will evolve according to their decisions.

    The members of hololive English will be role-playing as characters from the world of the same name, and they don’t really know what their characters’ backstories are. Let’s find out together as they play more.

    So… it’s minecraft RP with supporting animations etc?











  • Thanks for so politely and cordially sharing that information


    edit: I would be even more appreciative if it were true: https://www.rockpapershotgun.com/rocket-league-ending-mac-and-linux-support-because-they-represent-less-than-0-3-of-active-players

    Quoting their statement:

    Regarding our decision to end support for macOS and Linux:

    Rocket League is an evolving game, and part of that evolution is keeping our game client up to date with modern features. As part of that evolution, we’ll be updating our Windows version from 32-bit to 64-bit later this year, as well as updating to DirectX 11 from DirectX 9.

    There are multiple reasons for this change, but the primary one is that there are new types of content and features we’d like to develop, but cannot support on DirectX 9. This means when we fully release DX11 on Windows, we’ll no longer support DX9 as it will be incompatible with future content.

    Unfortunately, our macOS and Linux native clients depend on our DX9 implementation for their OpenGL renderer to function. When we stop supporting DX9, those clients stop working. To keep these versions functional, we would need to invest significant additional time and resources in a replacement rendering pipeline such as Metal on macOS or Vulkan/OpenGL4 on Linux. We’d also need to invest perpetual support to ensure new content and releases work as intended on those replacement pipelines.

    The number of active players on macOS and Linux combined represents less than 0.3% of our active player base. Given that, we cannot justify the additional and ongoing investment in developing native clients for those platforms, especially when viable workarounds exist like Bootcamp or Wine to keep those users playing.