Beware - newer versions of DD 3.2.x can corrupt dialogue files that were created in older versions of this program!
I believe there's also an issue with duplicating messages, as that can lead to broken links (though only in the export, so you can't see them inside the editor). I'd strongly advise any one using this program to avoid duplicating message boxes and instead spawning a fresh one each time.
Radmatt - Can you please make earlier versions of this program available? I'm 70,000 words in on a three year project and opening old files in 3.2.4 more often than not breaks things :(
Totally forgot I bought this while using godot, then I moved to Unreal... saw it in my library thought I'd click through just for fun. Looking at it more I suppose it's a universal tool, though I really only used with with the Godot Dialog system... Any one actually know a good work flow for actually using it with Unreal?
Still waiting on my steam key months after buying this. If you are looking for a free and mantained alternative for Gamemaker (and other engines as well) then check out Chatterbox, Yarn Spinner and Crochet Interactive Dialog Editor.
PLEASE, make the UI on OSX scalable. I'm on MacBook with a 13'3 inch display and right now it looks like it's permanently set to size 4 or 6. Currently, on OSX at least, this app is impossible to be worked with. *I'm working on it through Steam if it means anything.
3.2.4 has introduced a fairly annoying bug where the individual node collision boxes don't line up with what's visible on the screen. This can make it really difficult to link nodes depending on the zoom level. I've tried this on multiple PCs with different display ratios and resolutions. Hopefully we'll see another update at some point that'll fix this.
Hi, Matt! Love the tool so far. I got some feedback and ideas that could be cool.
I agree with the post before me regarding translators. Would love to be able to mark a language as "Default" or "Reference" and have a secondary window pop up next to the text window showing the reference language if some other language is being edited.
It would also be nice to be able to embed keywords like "Characters" in the text like [Characters=Interacted Character] and have them highlighted in a separate "parsed" window (so you know you've written it correctly). If that were to be implemented, being able to add custom categories with keywords like "Items" or "Locations" would also be a great plus!
It's been a while since the last update, but I have a small suggestion that would be pretty easy to implement and add greatly to QoL - that being a toggle option between the last two languages selected. Would be nice for our poor translators to switch between the base language and the target language with the press of a button rather than having to use the drop-down menu in the corner each time.
1. It would be great if the files knew their own name. For example if i save a file as foo.json but then externally edit it as bar.json and re-open. When I save it still wants to save itself as foo.json. I think it should just associate itself with whatever it's file is actually named in the file system.
2. Similar issue with folders. Having a base project folder is a bit odd. It would be better to just have a save dialogue pop up where you can choose a folder in your file system (similar to most other software). When you open the file back up it should know where it is located in your file system and want to save itself there by default (file > save). I have a lot of dialogue files and it gets hard to organize having to sit them all in the same base project folder.
3. Do we really need a 'save' and an 'export'? I get that export doesnt include the graph stuff used in the program itself but its really not saving you much to not have the graph included in your json. json files are really small to begin with. if someone is really upset about the size they can always go into the file and strip the graph info out of there.
--- Basically you should have a save, and save as option (just like most other software) ---
4. Global list of characters and variables please :)
You can download example dialogue files from the bottom of the page and open them in f.e Visual Studio Code (make sure to have a json beautifier addon). I also recommend Json Formatter Pro from windows store.
I've been using DD for renpy for a while now and I've been enjoying it so far, but in the last update the execute nodes of the program don't accept line break (pilcrow) characters anymore to allow multiple lines of code, which bars me from adding code that cannot be executed in separate nodes.
Personally, I require being able to write various lines of code in the execute nodes, or else my whole project can't work as intended. Considering that, I wanted to ask if you could restore the functionality of using line break characters, or if the execute node can be expanded, like the dialogue nodes, so that you can add various lines of code in each node: That would be an incredibly useful addition.
I have a question, do we really have to create every locales each time we create a file? Let say I have 10 locales, currently, each time I create a new discussion, I have to re-create those 10 locales, which make it unusable for me unfortunately.
That would be nice to have real "project" settings that are available in all new files we create, otherwise I don't see how it could scale to big projects.
I've been using Dialogue Designer for a while now and mostly it's really good. However, I think there really needs to be a field on the nodes to reference audio files.
I'm at a point now in my game where I want to add recorded speech over the text, and being able to reference an audio file directly from the node would be a godsend. All it would need to be is an extra field.
Matt, please add this. I'm willing to discuss the option of paying for you to take some time to do this if necessary.
You can message me over on Twitter under the handle @herrwebster if you want to discuss it further (I don't think we can send messages through Itch).
You should be able to already achieve that using variables. Create a variable named something like "audioFile". Then just set that variable to the name of the audio file you want to play prior to the character's dialogue.
What's the basic usage of this tool? I bought it and I'm a little confused. Is each project for a single dialogue sequence? Or is a project suppose to contain all dialogue sequences for an entire game project?
The idea was to make a tool to create manageable, separate dialogue files for dialogue heavy games which require non-linear storytelling. Those files are meant to be connected by an external software, like a game engine or a framework.
Ok so If I'm understanding you correctly, if I'm making an RPG and I have 2 conversations, one between the player and a villager, then one between the player and the final boss, I would make 2 separate dialogue designer projects?
I like this program. Keep up the good work! Wanted to ask if you can implement a better zooming option. I just started with my first dialog and after zooming out I realised that I may only see 2 or 3 dialogs at the same time which is nothing compared with the many dialogs which will be implemented. To move fast to a specific point I would appreciate a much more zoomed out view.
I think I just get the idea that you have a single file for each dialog? :O
After spending a bit of time with Dialogue Designer, I have to say that I'm very happy with the program. Matt, I'm not sure how active you are in updating Dialogue Designer, but I thought I'd provide some feedback:
Being able to easily duplicate nodes would be a huge quality of life improvement. My suggestion would be ctrl+left click and drag to duplicate a node.
Choices: It would be really useful to be able to change the order of choices by dragging them. As most engines will use the order to loop and display to screen in order, being able to easily change the order would be a big help, as right now it requires deleting choices and rewriting, and relinking. It's a major pain when you realise you need a new choice at the top of the list.
Renaming characters. Currently, any change to a character name requires a new entry, which means that every node they speak on must be manually changed. Ideally, this could be changed at the character panel with changes reflected automatically across nodes. Renaming variables would be a similar improvement, but only if it auto-updated any node references to the changed variable.
Ability to add additional values to nodes would be useful. I'm currently using slide_camera as a boolean checker for animation control, but it would be nice to be able to rename it or add multiple checks.
Start node is not always index 0 which is annoying as you need to loop through the json to find the start block
When removing languages from a project, they are not removed from choice branches.
Overall, I'm really happy with DD. I'm hoping it continues to get the support it deserves.
I got a big problem with this app and just wanna share my experience. DON'T EVER make something that overwrites a file without asking for confirmation.
I did a copy of a .json file and renamed it, but when i opened and made i change on it, i pressed a button to save and he saved on the previous file name... and in a second i just lost a few days of work.
For anyone struggling to implement this into Construct 3, I've created an example project that might be useful. Note that it's in the style of my game which is more like an adventure game (inspired by Monkey Island's dialogue system), though it wouldn't be hard to adapt to your needs.
I’m using dialogue designer for the first time and the strings that connect dialogue boxes don’t seem to be working— the strings connect between some boxes, but other boxes just get dragged around when I try to connect them, or the string comes out of one but doesn’t attach to the other. Is this a common problem?