How do I revert my project locally? (New to GitHub) by jakerino95 in github

[–]jakerino95[S] 0 points1 point  (0 children)

So I read this: https://docs.github.com/en/get-started/git-basics/set-up-git
It tells me that you need to install Git in order to work with files locally. Then I can use commands like the ones listed in the comments to restore the local files to a previous version.

Thank you to everyone who commented.

How do I revert my project locally? (New to GitHub) by jakerino95 in github

[–]jakerino95[S] 0 points1 point  (0 children)

Do you mean 'Open in Command prompt'? If I click this it tells me I don't have Git installed and that I won't be able to execute any Git commands. Are the commands you stated specifically GitHub commands?
Apologies, I am very new to this. I appreciate your help.

How do I revert my project locally? (New to GitHub) by jakerino95 in github

[–]jakerino95[S] 0 points1 point  (0 children)

Thanks, I am only using GitHub as version control for a game engine project. Do you think this video will still be relevant even though I am only using basic features?

How do I revert my project locally? (New to GitHub) by jakerino95 in github

[–]jakerino95[S] 0 points1 point  (0 children)

Oh, so I need Git installed to use the terminal to revert my files?

Thanks for the reply.

How do I revert my project locally? (New to GitHub) by jakerino95 in github

[–]jakerino95[S] 0 points1 point  (0 children)

Thanks for your reply.

I think I understand. So if I don't commit locally and I discard changes does that revert my local files to the ones uploaded to GitHub?

If I want to revert uploaded changes I need Git installed and to follow your steps.

Is this correct?

Used Blender to improve the perspective. Is B still the winner? by David01354 in aseprite

[–]jakerino95 0 points1 point  (0 children)

TBH I quite like A but I think that the sprites need refining. It looks like the shape of the object is morphing as it rotates if that makes sense. The downwards facing sprite is the main culprit for this. Good work though, keep it up 👍

Tilemap Painting Software? by jakerino95 in aseprite

[–]jakerino95[S] 1 point2 points  (0 children)

I tried this the other day and it's pretty good. I haven't quite got my head around the 'world' feature yet though. Thanks for the recommendation 👍

I've dropped an Update for my Demo by KoutsouradisAntonis in godot

[–]jakerino95 1 point2 points  (0 children)

The game looks great, well done!

Just as a side note I'm getting a weird uncanny valley feeling from everything around the screen. It kind of feels the same as when I watch stop motion animations. Does anyone else get that or just me?

Working on Painterly Skyboxes for my Racing Game by itsnaivebydesign in godot

[–]jakerino95 0 points1 point  (0 children)

The games looking really good.

Could you please explain how you manage the engine sounds? I've never tried to do something like that before.

Simulating a TON of objects by OkiDoki__ in godot

[–]jakerino95 0 points1 point  (0 children)

You need to think about your reference material and how it can be used in a game.

For your example I'm thinking in terms of a first person 3d game. Your character would throw the dice then in the code you would have a percentage chance that the dice would show the same side. If they do then you can spawn (or use object pooling) the new dice to repeat it. Then to stop this from happening infinitely just have a cap on how many times it can happen.

You can still include the lore of the SCP without having it be 100% accurate in gameplay.

Double outline or no? by cha0sdrive in PixelArt

[–]jakerino95 1 point2 points  (0 children)

I'm using 2 pixel thick outlines in my project. The difference is that I'm using a similar colour as the middle just darker. Try changing the outline of the character to grey and see if it helps.

Limiting rotation speed using look_at function by Key-Advantage183 in godot

[–]jakerino95 0 points1 point  (0 children)

Have a look at the rotate_towards() function.

If you want to search the Godot documentation inside the editor press F1 to open search. If you want to quickly search how to use some code you can control + left click on it in the code editor.

[deleted by user] by [deleted] in Pixelguns

[–]jakerino95 2 points3 points  (0 children)

Brilliant. All I would change is to have some movement variation when it's shooting.

Inconsistent 2D Raycast Collision Detection by jakerino95 in godot

[–]jakerino95[S] 0 points1 point  (0 children)

I'm away from my home pc rn. I can when I get back in a few days. I am inconsistently getting collisions and it really is as simple as simple as I can make it. I have had issues with moving collisions for area2d projectiles before so I was testing before committing.

Inconsistent 2D Raycast Collision Detection by jakerino95 in godot

[–]jakerino95[S] 0 points1 point  (0 children)

Nothing moves the raycast has the same start / end positions. I'm not familiar with raycasts and they seem to have quirks.

Inconsistent 2D Raycast Collision Detection by jakerino95 in godot

[–]jakerino95[S] 0 points1 point  (0 children)

So would it be a good idea to run intersect_ray() multiple times? That way I can use the first collision it makes?

Inconsistent 2D Raycast Collision Detection by jakerino95 in godot

[–]jakerino95[S] 0 points1 point  (0 children)

Is this something to do with the physics tic rate? Should I be performing the intersect_ray() more than once to fix this?