This software has definitely made managing branching dialog easier. The JSON output is a bit much so I write a small utility to convert the JSON to INI for use with GM2.
This tool you made is making my life sooo much easier, awesome work mate :)
I was wondering if you planned to create a Discord channel at some point. That way people could gather and help each other using this wonderful piece of software.
The export button which saves the simplified version uses the same filename name as the regular save file. It would be better if it used a different file name since it's a different format.
Hi! I am really newbie in Unreal and I need to produce a conversation system where the user will chat with a 3D character. The 3D character will speak by voice (TTS) and the user will have to respond by text by selecting one of the options. Each response given by the user activates a facial animation on the 3D character and while waiting for the response the 3D character remains in an idle movement (breathing and moving his shoulders). The options chosen by the user will have to generate some metrics based on responses and response time (bar at the bottom of the screen with percentage of confidence / motivation / initiative). I intend to use Reallusion programs to create de characters. Can I use this plugin for this? Could you give me some support to implement it?
I bought dialogue designer and I have made a script with it. But, I’m wanting to do Voice Overs, and I don’t have anything to send the people to read. I could go through, copying and pasting everything, but my script is HUGE, and that would take forever. Would it be possible for you to make a way for me to export my script as a plain text file? It doesn’t have to follow an order or be indented or anything, just all of the messages printed out to a .txt. I am sure I am not the only one out there with the same problem...
There are weird artifacts on OSX when you open a new JSON file. So Open one file, make some changes. Save it, then open a new one and some of the connection lines remain from the old file. If you click file new then open a file they go away which means the screen isnt being cleared properly on the second file opening.
also this is possibly a dumb question but im trying to find a hyperlink on that page to download the fix and not seeing anything? Is it because I'm on mac and the fix isnt available for mac?
thanks for the help.. for others trying to correct this on mac you need to go to your app and right click > show package contents
then go to
contents / MacOS
drop the override.cfg in there. option 2 worked fine for me.
@radmatt you should add these things to the app settings if possible. you designed a great dialogue editor but it needs a bit of love. I've been trying quite a few of these apps and this is my favorite. hope you continue to polish and support the project.
Unfortunately, I'm not able to reproduce this bug. Might be a problem with your screen resolution (check this post). Also make sure you're in zoomed in mode (button in the top right).
In detail, what are the differences of the "Type" on the Show Message windows and the options on the drop down box on the top left side (contains "Character", "Custom path" and "Interacted character", I think)? Are they only related to the JSON output or also the program itself?
To answer my question partly by myself (maybe also others wants to know it): By "Character" you can choose one of the characters you have added. Both other option give you a free text input box (one with and one without a border).
Hello, I just bought your asset... it works quite well...
I wanted to know if you can include a GMS1/2 example project of how this works with GameMaker... I was expecting a simple GM project file where the JSON would be loaded into GM so i could just deal with it from there... but unfortunately you have not included such yet?
Just so you know, i'm not asking for a 'dialouge system' for GMS. I am asking for a compatability layer of sorts... (A few scripts and objects to demonstrate how the user could pass the variables around and such. specifically the branching of dialouge ).
I have question mostly for people who are using it for some time. I am currently working on fps adventure. There will be no other actors except for player. You know. Layers of fear type of stuff. Just text when using objects. I know this software is probably overkill for that but i am still thinking about purchasing with that godot addon mostly because multilanguage support. So my questions are : 1. How fast i can import this to existing godot project? 2: I plan to outsource translators. Do they need fiddle with json or it is there better way to do it?
I got the product just yesterday when I thought of making a story driven game for a lady I enjoy being with. Got it up and running and writing the dialogue in no time.
Only took me an hour to fully implement a system in Godot that with with the exported json, overall experience? 10/10
Would I recommend this to other? Absolutely. It's fun and functional, oh let's not forget it looks great.
Thanks for this fantastic tool that makes sense nad helps in narrative game-dev.
Hello, your program is fantastic and it is helping me a lot.
I have a small question about implementation. The nodes in a camp called "text" is an object and in another at the same time is a string (on condition branches). How can I parse it if both have the same name "text"? I am using C#.
Depending on the author's logic, it might be possible to use the 'Execute' component as a reference to other functionality. After all, it is only a field, the logic of specific execution in the game is still implemented by the program. For example, you can add a sound to a Text that declares the Text using {sound=filename}, and automatically escape when the program reads or writes to it.(I am very sorry, this passage was translated by a machine, I hope it can express my meaning correctly.)
Thanks for reply, I think whether could be used any not supported by game language (for example jpn) where to put sound file name. All language texts are displayed parallel in console if there are any strings in json parser but only currently selected is used for display. So in this case sound filename will be placed in next array cell instead optional language.
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[Bug Report] Export Message Texts
Hi radmatt,
I'm using the steam version and I find the "Export Message Texts" could only export partial texts, lots of contents are missing in the exported txt.
If you need any project file to produce it, please let me know!
Thanks
Yes, it would be helpful if you could send me your file to radmattsoftware@gmail.com
Need free scroller zooming for scale percentage.
This software has definitely made managing branching dialog easier. The JSON output is a bit much so I write a small utility to convert the JSON to INI for use with GM2.
Hi radmatt!
This tool you made is making my life sooo much easier, awesome work mate :)
I was wondering if you planned to create a Discord channel at some point. That way people could gather and help each other using this wonderful piece of software.
Cheers!
The export button which saves the simplified version uses the same filename name as the regular save file. It would be better if it used a different file name since it's a different format.
I agree with this proposal.
Hi. Another question: Is it possible to use this plugin to create something like that in UE4:
Hi! I am really newbie in Unreal and I need to produce a conversation system where the user will chat with a 3D character. The 3D character will speak by voice (TTS) and the user will have to respond by text by selecting one of the options. Each response given by the user activates a facial animation on the 3D character and while waiting for the response the 3D character remains in an idle movement (breathing and moving his shoulders). The options chosen by the user will have to generate some metrics based on responses and response time (bar at the bottom of the screen with percentage of confidence / motivation / initiative). I intend to use Reallusion programs to create de characters. Can I use this plugin for this? Could you give me some support to implement it?
I bought dialogue designer and I have made a script with it. But, I’m wanting to do Voice Overs, and I don’t have anything to send the people to read. I could go through, copying and pasting everything, but my script is HUGE, and that would take forever. Would it be possible for you to make a way for me to export my script as a plain text file? It doesn’t have to follow an order or be indented or anything, just all of the messages printed out to a .txt. I am sure I am not the only one out there with the same problem...
See https://radmatt.itch.io/dialogue-designer/devlog/175976/update-309-export-to-txt...
I hope that will help!
There are weird artifacts on OSX when you open a new JSON file. So Open one file, make some changes. Save it, then open a new one and some of the connection lines remain from the old file. If you click file new then open a file they go away which means the screen isnt being cleared properly on the second file opening.
BUG: The comment window does not resize the text field when I expand its size. I'm using de latest version (3.0.8). Please fix it.
Fixed in 3.0.9. See https://radmatt.itch.io/dialogue-designer/devlog/175976/update-309-export-to-txt...
Thanks!
On mac os im finding the menus extremely small.. is there a way around this?
i guess the issue is it doesnt scale if you use a higher res.. at least i can zoom in on the nodes and stuff
Check out this post: https://radmatt.itch.io/dialogue-designer/devlog/156541/4k-resolution-fix-interf...
does this fix work for mac as well? are there any shortcuts for saving the file? a notification to save work before closing the app would be good too
also this is possibly a dumb question but im trying to find a hyperlink on that page to download the fix and not seeing anything? Is it because I'm on mac and the fix isnt available for mac?
Try downloading it from the product main page.
thanks for the help.. for others trying to correct this on mac you need to go to your app and right click > show package contents
then go to
contents / MacOS
drop the override.cfg in there. option 2 worked fine for me.
@radmatt you should add these things to the app settings if possible. you designed a great dialogue editor but it needs a bit of love. I've been trying quite a few of these apps and this is my favorite. hope you continue to polish and support the project.
Can you update the example JSON in the documentation. It's currently going to a 404:
https://jsonblob.com/bb42fdcc-f807-11e9-b936-f52daeb23252
what does this work with? (e.g unity, buildbox, gb studio)
It works with any engines / frameworks that support JSON file format (most of them do). See this as an example (for Unity): https://docs.unity3d.com/Manual/JSONSerialization.html
thanks. radmatt for the info. i was thinking of using this in my game
Hi, I'm using on macOS and have a problem where it isn't possible to connect any nodes, except the start node to another.
Clicking on the output just drags the node around. It's the same problem as mentioned by 'djrainbow' below.
Are there any updates on this problem?
I'm really excited about this and Godot Dialogue Designer 2 which I've been slowly trying to work out. Thanks!
Unfortunately, I'm not able to reproduce this bug. Might be a problem with your screen resolution (check this post). Also make sure you're in zoomed in mode (button in the top right).
I wasn't in zoomed in mode. All working now. Thanks very much!
How should I check for variables in the branching logic? I have an Int. Is it if.. Round=1 or is it if... Round==1 ? Can't test this.
You check it as if you're writing it in your game code, f.e. in Godot it would be round==1.
Sadly this looks like an abandoned project. No answers on bug and issue reports or suggestions over weeks now - nor here or on Steam or on emails. :(
Hi, I'd ask you to re-send your email if you still are having problems. I was on a long break recently and might not find your message.
Can you please add functionality to add a portrait/image to the characters so that it's easier to visually see who is saying what?
omg, how much do you want to integrate this in to godot, and make a similar theme to the godot Visual Script and Visual Shader :D this looks amazing
Nice app but could you reimport all assets with high resolution so you can set the res of all assets in the settings? Would be really nice!
On top of that it would be nice if you can zoom in using Ctrl + mouse wheel.
I've written a runtime integration for Unity. You can try it here: https://github.com/BrianMacIntosh/DialogueDesignerUnity.
Thanks! I'll test it myself and see if it works!
In detail, what are the differences of the "Type" on the Show Message windows and the options on the drop down box on the top left side (contains "Character", "Custom path" and "Interacted character", I think)? Are they only related to the JSON output or also the program itself?
To answer my question partly by myself (maybe also others wants to know it): By "Character" you can choose one of the characters you have added. Both other option give you a free text input box (one with and one without a border).
Is the Steam version the same version? Will both variants receive updates at the same time?
How would this work with an RPG I am making with Unreal? After I import the .json, then what?
Hey, this is unusable on my Mac. the text is way too small and interface is tiny.
Is there any fix?
Hope this fix helps! https://radmatt.itch.io/dialogue-designer/devlog/156541/4k-resolution-fix-interf...
Hello, I just bought your asset... it works quite well...
I wanted to know if you can include a GMS1/2 example project of how this works with GameMaker...
I was expecting a simple GM project file where the JSON would be loaded into GM so i could just deal with it from there... but unfortunately you have not included such yet?
Just so you know, i'm not asking for a 'dialouge system' for GMS.
I am asking for a compatability layer of sorts...
(A few scripts and objects to demonstrate how the user could pass the variables around and such. specifically the branching of dialouge ).
Let me know if you can.
How do you use this with unity? I'm a bit confused
hello. Is there a way to work with multi-users?
I have question mostly for people who are using it for some time. I am currently working on fps adventure. There will be no other actors except for player. You know. Layers of fear type of stuff. Just text when using objects. I know this software is probably overkill for that but i am still thinking about purchasing with that godot addon mostly because multilanguage support. So my questions are : 1. How fast i can import this to existing godot project? 2: I plan to outsource translators. Do they need fiddle with json or it is there better way to do it?
I got the product just yesterday when I thought of making a story driven game for a lady I enjoy being with. Got it up and running and writing the dialogue in no time.
Only took me an hour to fully implement a system in Godot that with with the exported json, overall experience? 10/10
Would I recommend this to other? Absolutely. It's fun and functional, oh let's not forget it looks great.
Thanks for this fantastic tool that makes sense nad helps in narrative game-dev.
Hello, your program is fantastic and it is helping me a lot.
I have a small question about implementation. The nodes in a camp called "text" is an object and in another at the same time is a string (on condition branches). How can I parse it if both have the same name "text"? I am using C#.
Have a nice day.
He answered my e-mail really fast! Thank you, radmatt! <3
Hi,
Please add any field for sound /filename/. Currently only text is supported and I cannot play voice dialogues.
Depending on the author's logic, it might be possible to use the 'Execute' component as a reference to other functionality. After all, it is only a field, the logic of specific execution in the game is still implemented by the program. For example, you can add a sound to a Text that declares the Text using {sound=filename}, and automatically escape when the program reads or writes to it.(I am very sorry, this passage was translated by a machine, I hope it can express my meaning correctly.)
Thanks for reply,
I think whether could be used any not supported by game language (for example jpn) where to put sound file name. All language texts are displayed parallel in console if there are any strings in json parser but only currently selected is used for display. So in this case sound filename will be placed in next array cell instead optional language.
Do I need to buy it again to have it on steam?
Is this renpy compatible?
Can you post an example of a JSON-file and how it's set up in the designer to see how each feature looks like in export?
(https://jsonblob.com/bb42fdcc-f807-11e9-b936-f52daeb23252 does not work)
I added a new section to the site, you can now download example dialogue files created entirely in DD.
If you're using windows, I recommend using 'json formatter pro' from the windows app store (it's free) for opening them.
There is a JSON formater plugin for Notepad++ too.
Please make it open-source, so i can improve it
I know you have a Godot plug in, do you have a Construct 3 plug in?
Hi, any chance you were able to fix the connections issue I mentioned?
Hi, sorry for not answering to your original post. Please send me an email to radmattsoftware @ gmail.com with more info and we'll try to sort it out.
You did't reply my email, so i put it here.
I just realize that the dialogue text is not lost, but hidden, when i click arrow button (popup) it will show actual text.
Please fix it.
Sorry for a late reply, just sent you an email :P