Thanks a lot for the inserts! I will try this tonight. First thing that came to mind, specially for very dialogue-intensive games,, would be adding a short-cout at the right of the entries so it's even faster to add the inserts. Would this make sense?
Whoa this is looking cool. I've tried out Dialogic yesterday and did got the hang of it eventually but felt like it made too many deciscions for me or i at least had to remove a bunch of stuff before really starting. And even then i dont like having a bunch of unused code in the codebase and was about to make my own. i really love the simplicity and flexibility of "Dialogue Manager" and will definitly give it a try on my own. Also left a follow on the fediverse :)
This is a really neat feature/plug-in! When I get to the point of dialogue into my godot projects I'll be sure to use this. Looks like a tool made with the developer mind.
@@nathan_hoad I kind of settled on Godot engine now ( was engine "shopping" for ages ) , and want to create my 2d rpg (not serious, just funny side project). But making a game is on my life "bucket" list. If you don't mid me asking, would you recommend to start with Godot 4 now, or still keep to v 3 (since more tutorials are for v.3 ) ?
If you're totally new to Godot then I'd recommend doing the Heartbeast Action RPG tutorial for Godot 3 and then try redoing it in Godot 4 to learn the changes. For any actual projects starting from here on I'd definitely say Godot 4.
Id definetly say Godot 4 because Godot 3 iirc will only now receive dug fixes and occasional back-porting feature from Godot 4. Ive upgraded my project to Godot 4 for a while now late in its Alpha update. But with Beta 10 out now its getting really stable. I wouldnt be surprised if the next few update go to stable release. Maybe the next 3-5 updates
Hey, your Manager is pretty cool. I'm struggling a bit. I cannot find an option to advance to the next line or "force" close the bubble from the code... Maybe my bad. Thanks!
I don't understand how the custom example scene works. I did exactly the same thing but it's still running the example dialog balloon and not the one I modified
Would it be possible to implement a function to call an audio(In the audio: where the specific dialogue starts and ends, in seconds, as an audio file would have several dialogue lines.) or animation? A game with voice over increases it chance of success these days.
@@nathan_hoad I'm not using the dialog yet, it's at the beginning of development, but your project caught my attention due to its simplicity of implementation and potential, thank you.
In the example balloon, it is mapped to the "ui_accept" action. You can either change the key bound to "ui_accept" or change which action advances dialogue in your own balloon.
Is it possible with this plugin by default to change how the text is presented? For example, rather than text being shown letter by letter, I would prefer each letter to fade in as it appears. If not, what file is the text rendering code contained in where I would have to edit this? Thanks.
Glad I can Help🙂I absolutely love the flexibility of this plugin.
Thanks a lot for the inserts! I will try this tonight. First thing that came to mind, specially for very dialogue-intensive games,, would be adding a short-cout at the right of the entries so it's even faster to add the inserts. Would this make sense?
Whoa this is looking cool. I've tried out Dialogic yesterday and did got the hang of it eventually but felt like it made too many deciscions for me or i at least had to remove a bunch of stuff before really starting. And even then i dont like having a bunch of unused code in the codebase and was about to make my own. i really love the simplicity and flexibility of "Dialogue Manager" and will definitly give it a try on my own. Also left a follow on the fediverse :)
This is a really neat feature/plug-in! When I get to the point of dialogue into my godot projects I'll be sure to use this. Looks like a tool made with the developer mind.
Thanks 😎
this plugin is life changing thank you
Very cool, I need to find time for godot, and try this out :)
Ever since I tried out Godot a couple of years ago I've never looked back.
@@nathan_hoad I kind of settled on Godot engine now ( was engine "shopping" for ages ) , and want to create my 2d rpg (not serious, just funny side project). But making a game is on my life "bucket" list. If you don't mid me asking, would you recommend to start with Godot 4 now, or still keep to v 3 (since more tutorials are for v.3 ) ?
If you're totally new to Godot then I'd recommend doing the Heartbeast Action RPG tutorial for Godot 3 and then try redoing it in Godot 4 to learn the changes. For any actual projects starting from here on I'd definitely say Godot 4.
@@nathan_hoad thanks, will do :)
Id definetly say Godot 4 because Godot 3 iirc will only now receive dug fixes and occasional back-porting feature from Godot 4. Ive upgraded my project to Godot 4 for a while now late in its Alpha update. But with Beta 10 out now its getting really stable. I wouldnt be surprised if the next few update go to stable release. Maybe the next 3-5 updates
Hey, your Manager is pretty cool. I'm struggling a bit. I cannot find an option to advance to the next line or "force" close the bubble from the code... Maybe my bad. Thanks!
Anything "balloon" related is meant to be implemented in your game and not really part of the dialogue manager itself.
@@nathan_hoad ohhh, my bad. Thanks!!
I don't understand how the custom example scene works. I did exactly the same thing but it's still running the example dialog balloon and not the one I modified
Did you configure it in the Dialogue Manager settings?
This is a great plugin. But could you please explain how to set the settings?
The settings can be found in the dialogue editor toolbar.
Would it be possible to implement a function to call an audio(In the audio: where the specific dialogue starts and ends, in seconds, as an audio file would have several dialogue lines.) or animation?
A game with voice over increases it chance of success these days.
One of the examples in the repository has voice overs in both English and German. Each line is it’s own audio file though.
@@nathan_hoad I'm not using the dialog yet, it's at the beginning of development, but your project caught my attention due to its simplicity of implementation and potential, thank you.
@@nathan_hoad Wich dialogue in the examples ?
The point n click example.
hey, i want ask a question, how to change the key from space to another key like F to change dialog line
thank you
In the example balloon, it is mapped to the "ui_accept" action. You can either change the key bound to "ui_accept" or change which action advances dialogue in your own balloon.
Is it possible with this plugin by default to change how the text is presented? For example, rather than text being shown letter by letter, I would prefer each letter to fade in as it appears. If not, what file is the text rendering code contained in where I would have to edit this? Thanks.
You could probably do that with a custom RichTextEffect. The DialogueLabel node is the thing that handles typing out text.
How to end a dialog or close a window?
I don't want to talk or choose to "end dialogue". I just want to leave.
You’d code that into a custom balloon. It could receive some global signal and queue_free() itself.