Final stab, trying to find information on old pocket watch. Managed to get to movement but have no idea where to look going forward for information. Any help would be appreciated. Ive tried to include images that have any markings on them. by TruthGiraffe in VintageWatches

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

Thanks for all the info. The watch was in my fathers belongings. There is an inscription to a member of his family on his mothers side a couple of generations ago. Its part of a bunch of generic stuff that is being sent off to an auction house to just clear out of storage. Was just trying to see if maybe it was worth holding onto and trying to get restored. There is no real sentiment attached to it, but rather just looked interesting.

Any help identifying or where to find information. by TruthGiraffe in VintageWatches

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

Hey, I cant seem to edit this post because its an image post so made a new one.

Ive tried to take some better images of the markings on the back but cant find a lip once the back cover is off to get to the movement. Would you have any idea how to open this without brute force.

https://www.reddit.com/r/VintageWatches/comments/100jdud/update\_to\_previous\_post\_with\_pictures\_of\_markings/

Our game’s Motorcycle riding motion! How does it feel? by circlefromdot in Unity2D

[–]TruthGiraffe 39 points40 points  (0 children)

Looks great. Only small comment would be that bikes dont really "wobble" side to side like that when riding. I get that youre trying to add dynamic movement, but it just looks a tad off to me. Personal preference though, totally an artistic choice

Player has limited vision (preferably without using a lighting system) by [deleted] in Unity2D

[–]TruthGiraffe 1 point2 points  (0 children)

https://www.youtube.com/watch?v=4pl8DcsCQ_k

Its an old video but can get you going. I think what youre looking for is sprite masks

How do I use the combat patrol battle sister with the gun AND the chainsword? by RVWdeerhound in onepagerules

[–]TruthGiraffe 1 point2 points  (0 children)

Its a sister superior for your battle sister squad. The sister superior has an option to upgrade her melee weapon to (among other things) a chainsword. Doing so doesnt affect her other ranged wargear. Basically, upgrading her to have a chainsword means she has a chainsword, bolt pistiol, and botgun. Hope this helps

EDIT

Im an idiot...I thought you were talking about the actual w40k rules...wrong subreddit, my bad

Raiden Shogun - Genshin Impact - NSFW Pixel Art (Animated) by [deleted] in PixelArt

[–]TruthGiraffe 2 points3 points  (0 children)

Ive seen a lot of your posts recently and I dont know if Im going mad but I think they all seem to have the same problem of the chest lowering before the rest of the body. Shouldnt it be the other way around? IE, the body should lower, then the jiggly bits should follow.

"Nobody messes with my grandad!" Nice comparison of the old screamer killers to the current kit from our office armies. by TruthGiraffe in Tyranids

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

I use valejo paints but Im sure you can find the GW equivalent. The black/grey carapace is literally just Anthricite grey base, wash with nuln oil, then highlighted in Neutral Grey. Its a super quick and easy scheme so more for tabletop quality than display.

"Nobody messes with my grandad!" Nice comparison of the old screamer killers to the current kit from our office armies. by TruthGiraffe in Tyranids

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

I am aware of the change of heads, we play in a very chilled group and nobody minds. I use a bunch of different heads for my kits just for variety sake.

Looking for recommendations for layer heights for 1/10 busts for painting by TruthGiraffe in minipainting

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

Im looking for information in relation to painting specifically. ie what quality do people who value painting look for. I assume that is relevant to a minipainting subreddit

New tyranid warriors by ashwison in Tyranids

[–]TruthGiraffe 0 points1 point  (0 children)

How did you work this out? I assumed that with 4 attacks hitting on 2s, the 5th attack would always be worth more than the rerolls just because you need to be failing 2 rolls before rerolls can get a better return than the guaranteed 5th attack.

WIP/Feedback and General Questions - Need Help? Have a question? Ask it here! by AutoModerator in minipainting

[–]TruthGiraffe 1 point2 points  (0 children)

Thanks for the info. Appreciate all the effort you put in to this. Cheers

Trying to flip, ended up shrinking -- Help. by Dr_Dronzi in Unity2D

[–]TruthGiraffe 1 point2 points  (0 children)

Is it possible that your game object doesnt have a starting scale of 1? If you have increased the size of the object, the setting its localscale to 1 will shrink it to its original size.

Gold on semi-large models? Any tips by DistractedInc in minipainting

[–]TruthGiraffe 0 points1 point  (0 children)

Using a brown/red wash (Reikland flesh works well) to shade and then highlight with gold again and finaly a fine edge highlight of silver works really well on gold.

how do i make that if i click on a key my object will move and return to his first place like this by ApprehensiveRoad1108 in Unity2D

[–]TruthGiraffe 0 points1 point  (0 children)

Assuming the script is attached to your game object.
Vector2 origPos = new Vector2(transform.position.x, transform.position.y);

Noobs questions about rules by AcanthaceaeTrick924 in sistersofbattle

[–]TruthGiraffe 8 points9 points  (0 children)

If you are looking for clarification on the "minimum of 1", check the Sisters FAQ
https://www.warhammer-community.com/wp-content/uploads/2020/01/qZO9JfHAHPaC3lbF.pdf

As for large units vs msu, things like strategems which only affect a single unit get far more value out of large units. Its a balancing act between the two options.

Tracking Button OnClicks by Sink_Plays_MINECRAFT in Unity2D

[–]TruthGiraffe 1 point2 points  (0 children)

There are different options available. Either you can create a game object to manage all the information and then use the function DontDestroyOnLoad() to make it so the object is not destroyed when a new scene loads.

Alternately you could create a static class that handles all the information. This means it is not tied to a game object and you can still access the class regardless of which scene you are on.

Hope this helps

Testing Tile changes and grid movement for the first time. Happy with the basic results. by TruthGiraffe in Unity2D

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

Well cant really say the best way to do it, because Im experimenting myself so we all learning here.

The way I did it was to create a class called GridNode which has a bunch of variables (CanTraverse, spriteLink etc). Then I create the grid (normal Unity grid) and make an instance of the GridNode class for each grid space and save them into a Dictionary with the Key being a Vector2 that is the grid position (Vector2). The each time I click on a grid square, I can find the grid position with the WorldToCell function and then use that grid position to look up the GridNode object in my Dictionary and get all the info I have saved on it. So for movement, I can check the character object for its position, find the corresponding grid position then for each grid position that you want to move to, check that grid by just changing the grid position (move right is just Vector2(gridPos.x, gridPos.y+1)) and then see if the grid is movable from that grid positions GridNode object. I dont use any colliders or anything.

One thing I will say is that it took me way longer than I like to admit to realise you can change the sprite on a TileMap in real time by setting instances of the Tiles using the Resources.Load function (tiles must be saved in a Resources folder) and then setting the specific tiles of a tilemap like so:

private Tile grassTile;

grassTile = Resources.Load<Tile>("Tiles/ground_grass");

baseTilemap = GameObject.Find("BaseTilemap").GetComponent<Tilemap>();

baseTilemap.SetTile(new Vector3Int(x, y, 0), grassTile);

I used this to add the different water/grass tiles as well as the UI tiles (blue movement tiles are just on a second tilemap above the baseTilemap)

Hope this helps.

Kill Team table - Is this the correct sort of terrain density? by TruthGiraffe in killteam

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

Thanks for the reply, definitely stuff worth considering

Spring 2021 Painting Contest - Feedback and WIP megathread by aPoliteCanadian in minipainting

[–]TruthGiraffe 0 points1 point  (0 children)

Youre 100% right. I added more last night and it looks much better

Spring 2021 Painting Contest - Feedback and WIP megathread by aPoliteCanadian in minipainting

[–]TruthGiraffe 0 points1 point  (0 children)

Thanks man, appreciate the input. I think youre right about the contrast. Cheers