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The macOS app says it's corrupted, is there a fix? (Not related to the Privacy permission.)

Is this compatible with Godot 4 ? 

I have already purchased it on Steam. Do I need to purchase it again on itch to download and use the itch version?

Can you support Float variables? It seems like it would be trivial to add.

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 :(

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Unfortunately I don't believe the creator will update the project again. They seem to have a tendency to publish a tool, update it a few times and then drop it, which is a shame since they make nice tools. Whole reason I just decided to recreate my own.

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? 

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Is there a trial demo?

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Purhased today. Where i can find Tutorial how add this dialogues to Construct 3 ?

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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.

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Buyers Beware: this software is no longer maintained. It has serious bugs that make it unsuitable for use in production.

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Buyers beware! This software does not work on M1 Macs and there do not seem to be any Steam keys available. If you're planning to develop on a Mac, plan to spend your money elsewhere.

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thanks

Great application. Are there any plans for HiDPI support on MacOS and Linux? I ask because its really small to read on my X1 laptop compared to my PC.

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There was an update posted awhile back with a few suggestions on how to scale up the interface: https://radmatt.itch.io/dialogue-designer/devlog/156541/4k-resolution-fix-interf...

Thanks Mark!

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When will steam keys be available again? And will there be a fix for M1 Macs?

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.


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There seems to be a new issue on Mac that is not related to permissions. I am running MacOS 12.4 on Intel CPU.

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yes I am having the same issue. MacOS 12.4, but mine is not intel but M1 Pro.

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Can confirm this issue on macOS 12.3 with Intel Mac

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Can still confirm. MacOS 12.5.1 Intel.
Also, the steam keys are empty.

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.

I would like to use Dialogue Designer to structure the entire course of the game.

The things I would really like in Dialogue Designer would be project tabs and duplicating nodes preserving their size.

Really great product! It was very straight forward to implement in Construct 3 and works beautifully.

The one feature I would love to see is that the 'Execute' block also had a dropdown-menu with predefined code samples/function names as local variables have.

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Is the project abandoned? This software is great but needs to be polished a lot. Unfortunately there were no updates in almost a year and @radmatt is sadly ignoring all requests.

If no updates are planned, would you consider making DialogueDisgner an open source?

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Hi, 

there are some updates planned for DialogueDesigner in the near future. Recently I've been busy with my other app but I will soon come back to this one. 

I apologize if I seem to be ignoring requests, I'm just busy and usually miss them. 

Any plans for an update? Would love to see multiple zoom levels and the ability to change variables/characters names

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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!

Cheers!

Starting to stack up a bit, but any plans on creating a switch statement node for variables?

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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.


Cheers

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There is a new update planned after GridlessDB comes out. I'll add your request to the to-do list. 

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Would it be possible to add a feature to duplicate multiple nodes at once? For what I've see it's only possible to duplicade one node at a time.

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Hi Matt,

Great software!  I want to make a few requests:


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 :)


Is there any chance to change the Charactername by language?

For example a NPC is called "Mystery Man" in english but "Mysteriöser Mann" in german.

Hey Radmatt!
I want to see if this is right for me, but the JSON example link you have isn't working.  I just get a blank page.

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.

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