How I make cut-scenes for my game

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  • Опубліковано 1 лют 2025

КОМЕНТАРІ • 35

  • @Miiracant39
    @Miiracant39 5 місяців тому +9

    this is so helpful! I'm doing my best to learn how to make cutscenes and I could not figure out how they make the player move to an exact spot for certain scenes. thank you!

  • @udippatel6147
    @udippatel6147 5 місяців тому +4

    seen this addon grow over the years. Great work, it is an incredibly versatile tool now.

  • @Ralke1
    @Ralke1 5 місяців тому +8

    your dialogue manager is amazing, thanks!

  • @komodochicken9385
    @komodochicken9385 5 місяців тому +6

    Bless you Nathan. Dialog Manager has been so helpful.

  • @mrtruman4339
    @mrtruman4339 7 днів тому

    This deserves WAY more views. This is amazing.

  • @BreakingBalloonOfficial
    @BreakingBalloonOfficial 2 місяці тому +2

    I saw you at supernova and completed the demo! (Yesterday) Thanks for letting me play your game!

  • @cif88
    @cif88 5 місяців тому +2

    Great stuff as always!

  • @akt0o
    @akt0o 2 місяці тому

    Hi! Thanks a lot for that addon! I've been using it a lot in my game jams lately, haven't been disappointed by it!

  • @do_it_like_rei
    @do_it_like_rei 5 місяців тому

    This is genius! I love how straightforward it is.

  • @haydenmitchell9260
    @haydenmitchell9260 5 місяців тому +3

    Tea, earl grey, hot. do i smell a picard reference?

  • @rapax_xihu
    @rapax_xihu 4 дні тому +1

    Attempt 3... A friend of mine loves your Dialogue Manager and would like to give some feedback, but experienced some frustrating comment disappearances.
    In the method "_get_dotnet_dialogue_manager()" from the "dialogue_manager" Godot script,
    apparently the Node created in the return call is never released, potentially causing a memory leak
    He proposes to introduce a Node variable "wrapper" outside the function, then alter the _get_dotnet_dialogue_manager() method,
    automatically releasing the old "wrapper" on the next call (if the wrapper is not null) via "remove_child", then "queue_free" before creating a new one
    Loading the DialogueManager(suffix removed because YT) every time also seems odd to him, but he doesn't know any better, so he left that as is.
    I would have put code here if UA-cam would let me.

  • @n64billy
    @n64billy 5 місяців тому +2

    Orange Mocha Frapachino! Can’t hide a reference from me 😆

  • @Sedokun
    @Sedokun 5 місяців тому +9

    Why not a `Hot cocoa` option?

    • @nathan_hoad
      @nathan_hoad  5 місяців тому +1

      That's a good suggestion 👍

  • @SLSat
    @SLSat 3 місяці тому

    Nice addon, i think i might use it! 2 questions though: what if you can't reference the character direclty, i.e not being defined on the script, and are there any cases where you wouldn't recommend using the addon?
    Thanks in advance!

  • @Ignawesome
    @Ignawesome 4 місяці тому

    Love this addon! I wish it had json import though... many writing programs use json as export and I can't find a dialog manager that supports that... I wonder if it would be easy to parse

  • @DaniDanieRay
    @DaniDanieRay 5 місяців тому +1

    Thanks Nathan! Does the current version of the plugin work in Godot 4.3?

    • @nathan_hoad
      @nathan_hoad  5 місяців тому +2

      I'm using it with 4.3 👍

  • @rohithreddy75
    @rohithreddy75 4 місяці тому

    Can you make a video on Video cut scene where after specific event a video is played.

  • @M_RodRoar
    @M_RodRoar Місяць тому

    how does that base scene class works?

  • @Panicfly_streams
    @Panicfly_streams 2 місяці тому

    Is there a way to end an dialogue earlier besides writing an END in the dialogue. For example if u started a dialogue and u want the player to be able to go out of range of the dialogue, is there a way to make the dialogue just to end without clicking answers or waiting for the last response?

    • @nathan_hoad
      @nathan_hoad  2 місяці тому

      You can queue_free your balloon whenever you want dialogue to end abruptly. Just make sure you aren't relying on the dialogue_ended signal because it won't be emitted in that case.

    • @Panicfly_streams
      @Panicfly_streams Місяць тому

      @@nathan_hoad Thank you. Worked very well.

  • @zfff21
    @zfff21 Місяць тому

    Is it possible to create a quest chain where one quest needs to be completed for the next one to be unlocked in order? By requirements?

    • @nathan_hoad
      @nathan_hoad  Місяць тому

      That's kind of how the quest/to-do system works in Bravest Coconut. I have a dictionary of all things and each has a Callable for visibility and completedness where they can refer to each other to make a chain.

  • @Evan842Complex
    @Evan842Complex 4 місяці тому

    How do you make the dialog bubbles pop in and out after each character finish its script ?

  • @melroysanthmayor1713
    @melroysanthmayor1713 Місяць тому

    How do I make localisation work here, do I put respective keys of them lines from the csv where the dialogue is?

    • @M_RodRoar
      @M_RodRoar Місяць тому

      the addon has an export in csv for en, once you did that, all your dialogue will change to [] mode so it can locate without having to change every line to a key

  • @MagicGonads
    @MagicGonads 5 місяців тому

    Do you have any tips for writing godot addons?
    At the moment I'm struggling to get the editor to conform to the structure of the systems I'm creating (currently, scenes with classes intended to be child nodes - I haven't tried custom resources yet) and thinking maybe I should build the game using many internal addons instead of merely scenes/classes.
    I want to make it as easy as possible for the other members of my team (that do not have the years of experience programming that I do) integrate with my stuff through the ergonomics of the editor/expose a 'godot-ic' workflow for them.
    Currently, too much is exposed to the editor (which can be accidentally set to inappropriate values or don't give feedback when improperly structured- or give incorrect feedback due to godot builtin behaviour) and too much has to be manually configured when using them often.

    • @nathan_hoad
      @nathan_hoad  5 місяців тому +1

      Writing addons or custom nodes are both good approaches depending on the situation. Addons do give you a bit more control over how your data/config is exposed, though, so maybe that is the approach that will work better for you. Have a look at EditorInspectorPlugins.

  • @TheFilipFonky
    @TheFilipFonky 5 місяців тому

    What if I want my characters to have different expressions? I know I could just do "john_happy" and "john_sad" in the Dialogue Manager and have a separate picture for each, but then those names would ruin the in-game character's name (AKA it would appear as if "john_happy" is speaking). Is there a fix for this?

    • @nathan_hoad
      @nathan_hoad  5 місяців тому

      I'd use tags for stuff like that.