Create dialogs, characters and scenes to display conversations in your Godot games.
The plugin is not production ready, this means that it will not work in your game right now unless you know what you are doing. Make sure to follow the repo for the next update.
-
Moved
Dialog.tscn
to the root of the addon so it is easier to find. -
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.
-
New default asset: Glossary Font
-
Theme Editor:
- Added new options to customize the glossary popup (still not working)
-
Timeline Editor:
- Added categories for the events.
- New
Emit Signal
event. 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 Scene
event. You can change the current Scene to whatever.tscn
you pick. This will happen instantly, but in the future I'll add some transition effects so it is not that abrupt. - New
Wait Seconds
event. This will hide the dialog and wait X seconds until continuing with the rest of the timeline. - Re-adding the
End Branch
event. - Renamed the
Copy Timeline ID
right click menu option toCopy Timeline Name
since you now have to use that to set the current timeline from code instead of the ID.
-
New
Dialogic
class. 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)
-
Bug fixes:
- Fixing an error when having an empty join event in a timeline.
To view the full changelog click here.
To install a Dialogic, download it as a ZIP archive. All releases are listed here: https://github.com/coppolaemilio/dialogic/releases. Then extract the ZIP archive and move the addons/
folder it contains into your project folder.
If you want to know more about installing plugins you can read the official documentation page.
You can also install Dialogic using the AssetLib tab in the editor, but the version here will not be the latest one available since it takes some time for it to be approved.
There are two ways of doing this; using gdscript or the scene editor.
Using the Dialogic
class you can add dialogs from code easily:
var new_dialog = Dialogic.start('Your Timeline Name Here')
add_child(new_dialog)
And using the editor, you can drag and drop the scene located at /addons/dialogic/Dialog.tscn
and set the current timeline via the inspector.
When you export a project using Dialogic, you need to add *.json
on the Resources tab (see the image below) and also make sure to copy the dialogic
folder to the same place where the executable of your game is (again, see bottom right side of the image).
Yes, you can use Dialogic to make any kind of game (even commercial ones). The project is developed under the MIT License. Please remember to credit!
Code made by Emilio Coppola.
Contributors: Toen, Òscar, Tom Glenn,
Placeholder images are from Toen's YouTube DF series:
- https://toen.world/
- https://www.youtube.com/watch?v=B1ggwiat7PM
Thank you to all my Patreons for making this possible!
- Mike King
- Allyson Ota
- Buskmann12
- David T. Baptiste
- Francisco Lepe
- Problematic Dave
- Rienk Kroese
- Tyler Dean Osborne
- Gemma M. Rull
- Alex Barton
- Joe Constant
- Kyncho
- JDA
- Chris Shove
- Luke Peters
- Wapiti
- Noah Felt
- Penny
- Lukas Stranzl
- Sl Tu
- Garrett Guillotte
Support me on Patreon https://www.patreon.com/coppolaemilio