Dialogic - 0.9
Pre-release
Pre-release
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Video: https://youtu.be/pL0RWVmlM6g
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Moved
Dialog.tscnto the root of the addon so it is easier to find. -
Added a link to the documentation from the editor
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Refactored a lot of the code and continued splitting the main plugin code into smaller pieces.
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Rewrote most of the saving and branching systems.
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New tool: Glossary Editor
- You are now able to write extra lore for any word and Dialogic will create a hover card with that extra information.
- You can create
stringsandnumbervariables. - You can access to those variables from the
DialogicClass:Dialogic.get_var('variable_name')
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In game:
- Portraits changes are reflected in-game.
- Many small improvements.
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Theme Editor:
- New default asset: Glossary Font
- Added new options to customize the glossary popup
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Timeline Editor:
- Added categories for the events.
- Color coded some of the events in the same category to avoid having a distracting rainbow in the timelines.
- Conditional event working, but only with "equal to". More conditions coming later.
- Renamed the
End Branchfile names to match the name of the event. This will break the conditionals you have, but this is the time for making breaking changes. Sorry! - New
Set Valueevent. Change the current value of a glossary variable inside a timeline. This will reset when you close the game, so a saving system will have to be added on the next version. - New
Emit Signalevent. This event will make the Dialog node emit a signal calleddialogic_signal. You can connect this in a moment of your timeline with other scripts. - New
Change Sceneevent. You can change the current Scene to whatever.tscnyou pick. This will happen instantly, but in the future I'll add some transition effects so it is not that abrupt. - New
Wait Secondsevent. This will hide the dialog and wait X seconds until continuing with the rest of the timeline. - Created independent Character and Portrait picker for reusing in event nodes.
- Portrait picker added to
Text EventsandCharacter Joinevents. Text Eventstext editor vertical size grows witch each line added.Text Eventsnow properly create a new message for each line inside the text editor.Text EventsLine count are now displayed next to the preview text when folded.- Re-adding the
End Branchevent just in case you removed the end and you want to add it again in the timeline. - Renamed the
Copy Timeline IDright click menu option toCopy Timeline Namesince you now have to use that to set the current timeline from code instead of the ID. - Fixed several bugs that corrupted saved files
- Thanks to mindtonix and Crystalwarrior for your first contribution on the choice buttons
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New
Dialogicclass. With this new class you can add dialogs from code easily:var new_dialog = Dialogic.start('Your Timeline Name Here') add_child(new_dialog)To connect signals you can also do:
func _ready(): var new_dialog = Dialogic.start('Your Timeline Name Here') add_child(new_dialog) new_dialog.connect("dialogic_signal", self, 'signal_from_dialogic') func signal_from_dialogic(value): print(value)