Sentences with phrase «step on the scales too»

And try not to step on that scale too often!

Not exact matches

On a day - to - day basis, we encounter values for body mass as we step onto our bathroom scales and are encouraged to maintain a healthy weight (not too heavy or too light).
Don't build up the holiday season too much in your head or you'll end up overdoing it — and paying for it when you step on the scale in January.
Hi Tony, I'm looking for a little advice regarding calorie intake, I am 24 yr old female, 5 ft 4 and weigh 128 lb my goal is 119 lb I have been eating 1400 - 1490 calories Monday - Saturday and 2000 on Sundays, I do 5 30 min spin classes per week, 1 boxercise and 3 weight sessions and I have not lost a pound of weight on the scales, yes my body has changed slightly but I do also want the weight to go down some what, I don't know if I'm eating too much or not eating enough for the workouts i do, I also hit 10,000 steps daily.
I'm too scared to step on the scale to see that I've gained weight yet again so instead I will simply try on one of my favourite vintage dresses next week and see if I can do up the zipper.
I can boycott stepping on the scale, or I can decide to examine my lifestyle, determine whether I am exercising too little or eating too much, and come up with a game plan to reach an improvement goal.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
The Access Legal Care «system» is based on 12 key components: 1) be profitable for the attorneys and legal - services providers; 2) apply the Pareto principle — focus on the 20 % of all legal services that 80 % of lower - and moderate - income people will likely ever need; then prune / refer - out those that are high - complexity / high - dollar (too risky) and contingency cases (already affordable); 3) process - map the remaining services into individual steps; 4) functionally - decompose each process step to the lowest - cost provider who can perform the step legally and with excellence; 5) streamline processes with Six Sigma and manufacturing principles; 6) centralize operations for economies of scale; 7) collaborate and out - source to expand reach; 8) leverage technology to minimize costs and maximize productivity; 9) make affordable with both terms and price; 10) generate high demand, high - volume; 11) develop multiple revenue streams; and 12) package up the system and re-sell it to other law firms and clinics.
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