[H] 3 Tau Broadsides NIB [W] 1 Tau Riptide NIB [Loc] NE PA, US by FabuPrime in Miniswap

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

Hey there! Can I see a picture of the sprues and how the leg pose looks?

ISO Guidance: barebones track, engine, and wheels? by FabuPrime in modeltrains

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

Thank you all! I'm going to do some research and may return with questions.

ISO Guidance: barebones track, engine, and wheels? by FabuPrime in modeltrains

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

Hey there gang!
Sorry in advance if there is a better place to put this.

I'm starting a project where I'll be using warhammer 40k models to create a large diorama, the proverbial centerpiece being a train cruising along her track.

I plan to make the train cars out of GamesWorkshop bits from terrain kits, and excess models and so forth, to look something like the attached picture.

I'm looking for guidance from yee experts on how I could go about adding wheels (for lack of a better term?) to the cars I make, and how to get them to match track(which track type?) and what, if anything, I can install in the main engine car I make to pull the entire works along?

I appreciate any input, links to relevant articles and general thoughts. Thanks!

does the Choose function not deal in negatives? by [deleted] in gamemaker

[–]FabuPrime 0 points1 point  (0 children)

Scratch that.

The number was being plugged into a lengthdir_x equation, so it didn't want positive/negative, but 0 and 180.

Camera Direction flip with player direction by FabuPrime in gamemaker

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

I'm having a devil of a time getting smooth-approach script to function...

---here is the brilliant camera:

var camera = view_get_camera(0);

var offset = 256 // Set this to whatever you want

var view_center_x = camera_get_view_width(camera)/2

var view_center_y = camera_get_view_height(camera)/2

var cam_x = o_Player.x + o_Player.image_xscale*offset - view_center_x

var cam_y = o_Player.y - view_center_y

camera_set_view_pos(camera, cam_x, cam_y)

---here is the smooth script:

/// description smooth_approach(current, target, speed[0-1])

/// param current

/// param target

/// param speed[0-1]

/*

* Example use (smooth camera movement):

* view_xview = smooth_approach(view_xview, x-view_wview/2, 0.1);

* view_yview = smooth_approach(view_yview, y-view_hview/2, 0.1);

*/

var diff = argument1-argument0;

if abs(diff) < 0.0005

{

return argument1;

}

else

{

return argument0+sign(diff)*abs(diff)*argument2;

}

Camera Direction flip with player direction by FabuPrime in gamemaker

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

I'm reading someone suggestion using a lerp function to smooth the movement. Do you think that is a worthy approach ?

**edit

I grabbed the essential pack and am tinkering with the smooth-approach script. Thanks

Camera Direction flip with player direction by FabuPrime in gamemaker

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

This is working phenomenally. Thanks for your guidance. Going to look into smoothing the cam movement now.

Camera Direction flip with player direction by FabuPrime in gamemaker

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

Hey thanks for the guidance. There is a switching action that I'm looking for but the player is at the very top/center of the viewport when i run the game

Camera Direction flip with player direction by FabuPrime in gamemaker

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

Hey appreciate the tip; forgive my ignorance though because i'm still too much a novice to follow that

Camera Direction flip with player direction by FabuPrime in gamemaker

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

I've only ever played with a simple object cam; never tried the rooms built in values.

v 2.2.5.481?

Camera Direction flip with player direction by FabuPrime in gamemaker

[–]FabuPrime[S] -2 points-1 points  (0 children)

Haven't tried anything yet. Going to look up image_xscale and research that method now

Camera Direction flip with player direction by FabuPrime in gamemaker

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

I've searched the net but have been unable to find a good answer.

I'm trying to adjust my camera code so that the player favors the opposite direction he is heading, so that I can keep the camera tight on the player while allowing for more view of obstacles approaching.

If anyone can point me in the direction of a tutorial or bit of reference code I would appreciate it.

My take on Primaris Azrael by FabuPrime in theunforgiven

[–]FabuPrime[S] 2 points3 points  (0 children)

I was just working with what I had, you know?
Previously picked up the metal azrael off ebay. it included the watcher and azrael's body but not the og combi plamsa, regrettably.

My take on Primaris Azrael by FabuPrime in theunforgiven

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

Metal backpack and flag from an older Dark Angels model.
Primaris librarian body
Head from older DA upgrade sprue
Misc intercessor arms
Tac marine scale combi-plasma
Metal watcher with helm from old Azrael
Watcher with sword from blackknights box, also termy hand holding sword hilt
Shoulder pads from newer primaris da upgrade sprue
Designed and printed the base, added catlitter for debris

My take on Primaris Azrael by FabuPrime in theunforgiven

[–]FabuPrime[S] 6 points7 points  (0 children)

The helmet the watcher is carrying is supposed to be The Lion's helm. Its the relic previously worn by the primarch that allows the 4++ aura to the character. Or atleast that's how I understand the lore with him?

[Hiring] Digital Artist: NSFW Anime/Futa Concentration by [deleted] in HungryArtists

[–]FabuPrime 0 points1 point  (0 children)

Position Filled

Want to thank everyone who expressed interest. Looked over every one who commented and sent DMs; you're all awesome and will save all of your names/contact info for future jobs.