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!
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.
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!
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
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?
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.
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.
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
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.
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.
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?
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!
seen this addon grow over the years. Great work, it is an incredibly versatile tool now.
your dialogue manager is amazing, thanks!
Bless you Nathan. Dialog Manager has been so helpful.
This deserves WAY more views. This is amazing.
I saw you at supernova and completed the demo! (Yesterday) Thanks for letting me play your game!
Great stuff as always!
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!
This is genius! I love how straightforward it is.
Tea, earl grey, hot. do i smell a picard reference?
Haha yep ✨
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.
Orange Mocha Frapachino! Can’t hide a reference from me 😆
Haha yep 😅
they died in a FREAK gasoline fight! 😂
Why not a `Hot cocoa` option?
That's a good suggestion 👍
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!
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
Thanks Nathan! Does the current version of the plugin work in Godot 4.3?
I'm using it with 4.3 👍
Can you make a video on Video cut scene where after specific event a video is played.
how does that base scene class works?
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?
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.
@@nathan_hoad Thank you. Worked very well.
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?
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.
How do you make the dialog bubbles pop in and out after each character finish its script ?
How do I make localisation work here, do I put respective keys of them lines from the csv where the dialogue is?
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
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.
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.
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?
I'd use tags for stuff like that.