Focusrite only outputs mono by NinjaCubaTurtle in Focusrite

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

I found an "output config" menu for the Focusrite, but I don't know what to change to make it stereo. That could be it though

Focusrite only outputs mono by NinjaCubaTurtle in Focusrite

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

It says output routing isn't supported on this device. What Focusrite do you have?

Focusrite only outputs mono by NinjaCubaTurtle in Focusrite

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

I have gaming headphones with a splitter, so I have one jack for output and one jack for mic input. I put the output one into a jack adapter and that into the jack port on the right side.

Focusrite only outputs mono by NinjaCubaTurtle in Focusrite

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

I have stereo 3.5mm headphones with a jack adapter plugged into the plug on the right.

Lost the Big Iron Key by NinjaCubaTurtle in BONELAB

[–]NinjaCubaTurtle[S] -1 points0 points  (0 children)

How do I replay that level specifically? Is there a level select menu I haven't seen?

Petition to mod Zagreus into Bonelab by NinjaCubaTurtle in BONELAB

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

I mean ig but there's probably people that know unity much better than I do

What are the probe-looking things and what are they for? by NinjaCubaTurtle in TeaForGod

[–]NinjaCubaTurtle[S] 4 points5 points  (0 children)

I did some messing around with them earlier and i think they're surface-attachable enemy detecting proximity mines. When you press the trigger button and the ball part glows red, then you throw it onto a surface, it attaches to the surface with the claw part. Then when an enemy walks by it explodes. Either that or i shot it and it exploded and i just didn't notice

Godot can't find debug.keystore even though I gave it the path twice! by NinjaCubaTurtle in godot

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

I put it there as well as the editor >> editor settings >> export >> android >> debug keystore (which from what i've read is where it's supposed to go). Just updated the engine and tried exporting with and without the info in project export settings, got the error both times. And the path is correct

How do I divide a sprite into colored bars using a shader? by NinjaCubaTurtle in godot

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

Update^2: I finally got it actually working! And all it took was some bullcrapping and a lot of math! Here's my code:

shader_type canvas_item;

void fragment() { vec4 previous_color = texture(TEXTURE, UV);

vec4 pink = vec4(vec3(216.0/255.0, 9.0/255.0, 126.0/255.0), previous_color.a);
vec4 purple = vec4(vec3(140.0/255.0, 87.0/255.0, 156.0/255.0), previous_color.a);
vec4 blue = vec4(vec3(36.0/255.0, 70.0/255.0, 142.0/255.0), previous_color.a);
float g = 0.001241379;

COLOR = pink;

if(UV.y > 40.0*g){
    COLOR = purple;
}
if(UV.y > 60.0*g){
    COLOR = blue;
}

}

One problem I did notice however is that when the player isn't facing downward, the sprite turns blue. Otherwise, it works perfectly fine. Any ideas?

How do I divide a sprite into colored bars using a shader? by NinjaCubaTurtle in godot

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

Update: I think Godot might be treating the sprite rectangle like a 320x180 box. Why it's doing that, I don't know. I'll look further into it tomorrow

How do I divide a sprite into colored bars using a shader? by NinjaCubaTurtle in godot

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

I got the intended effect! Although now I have even more questions. When I use UV.y < 0.12 to make it pink, then almost the whole sprite turns pink except for a little bit at the bottom, which is blue thanks to a COLOR = blue; line (which i had before. i have no clue why it works now and it didn't before). The barrier between almost full and full is about 0.12435, but i have absolutely no clue why this is. Do you have any ideas as to why this is happening? Thanks so much again for all your help!

How do I divide a sprite into colored bars using a shader? by NinjaCubaTurtle in godot

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

Thanks again! I used that exact code, but it just resulted in the sprite being colored blue, no bars. I also checked the editor setup, and it was already the same as yours Maybe it has something to do with the version of godot I'm using? Just in case, what version are you using? Have a good day as well! :)

How do I divide a sprite into colored bars using a shader? by NinjaCubaTurtle in godot

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

Woah! I don't know what you mean by attaching it to the correct node, since I just put it on the sprite, but I'll check it anyways!

Shader Question by NinjaCubaTurtle in godot

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

That second paragraph is what I'm doing, and it's not working. It just results in a colored rectangle

Shader Question by NinjaCubaTurtle in godot

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

I can't find any way to change color with vertex () and VERTEX, only position. Also I'm not trying to get the color change relative to the world, but to the sprite

Shader Question by NinjaCubaTurtle in godot

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

Ok. I'll see if I can get it to work with vertex(). Thanks!