💬 Create Dialogs, Visual Novels, RPGs, and manage Characters with Godot to create your Game!
Yep. It's been a while, and development has stagnated quite a bit. But nevertheless, this release improves Dialogic quite a bit, mostly consisting of smaller improvements and many, many bug fixes. This means Dialogic is — once again — better than ever before ;)!
We are still working on a few major feature upgrades, so stay tuned for that!
And, as always, if you make something fun, need help, or just wanna say hi, feel free to join us on Emilio's discord server!
PS: When you first update Dialogic, you might see some errors. This should stop after restarting the editor once (sometimes twice). In some cases, deleting the .godot
folder in the project directory (to trigger a re-import) can help as well.
Dialogic.History.not_read_event_reached
-> Dialogic.History.unvisited_event
Dialogic.History.already_read_event_reached
-> Dialogic.History.visited_event
Dialogic.VAR.variable_changed
and Dialogic.VAR.variable_was_set
have been updated. If you were relying on these, you might have to make slight adjustments.
I think that's all the breaking changes; if I've missed some, please let me know and I will add them here.
get_current_style
in Styles subsystem by @hohfchns in https://github.com/dialogic-godot/dialogic/pull/2090
EditorInterface
breaking Builds by @CakeVR in https://github.com/dialogic-godot/dialogic/pull/2133
Background
and Audio
subsystem by @CakeVR in https://github.com/dialogic-godot/dialogic/pull/2122
Dialogic.Inputs.manual_advance
by @CakeVR in https://github.com/dialogic-godot/dialogic/pull/2124
Dialogic.timeline_ended
until Timeline#clean
has been called by @iscke in https://github.com/dialogic-godot/dialogic/pull/2146
PackedScene
in the Call Event. by @CakeVR in https://github.com/dialogic-godot/dialogic/pull/2165
Full Changelog: https://github.com/dialogic-godot/dialogic/compare/2.0-alpha-13...2.0-alpha-14
Dialogic laboratories is proud to present this small treat of fixes and improvements which is a must have for all dialogic 1 users. It's a triumph. Note: "Huge success".
And certainly still alive! Now even more with:
Huge thanks go out to @zaknafean who is the one responsible for this branch still evolving and who would certainly be happy if you (yes YOU dear reader) would want to contribute to dialogic 1! Come by on emilios discord server if you're interested.
Ciao, Jowan!
Full Changelog: https://github.com/dialogic-godot/dialogic/compare/v1.5...v1.5.1
Heads up: This version requires Godot 4.2+
Another month has passed, and Dialogic has seen some exciting development. But even more exciting is, that there is barely any reason left for us to still call this an alpha. So be prepared for the first beta release (hopefully) in February.
But for now, let's enjoy all the new goodies in this version! What have we got?
We hope you enjoy this version!
PS: When you first update Dialogic, you might see some errors. This should stop after restarting the editor once (sometimes twice). In some cases deleting the .godot folder in the project directory (to trigger a reimport) can help as well.
Once again, there are some breaking changes. You will require Godot 4.2+ for this version of Dialogic 2.
When you first update Dialogic, you might see some errors. This should stop after restarting the editor once (sometimes twice). The reason is that Dialogic has to update the path to its autoload as that has been moved.
If you need to manually fix this path, replace Other
with Core
.
For the typed subsystems to work, a few selected subsystems have been renamed. This might result in errors, especially in layout-scripts you have copied from the Dialogic plugin. The renames are:
A few selected methods have been renamed:
Subsystem Text
Subsystem Input
If you've been using glossaries already, you will have to open each glossary resource (not each entry, though) in the glossary once to avoid getting a crash in-game.
4.2.0
to 4.2
. by @CakeVR in https://github.com/dialogic-godot/dialogic/pull/1981
DialogicPortrait
by custom portraits. by @CakeVR in https://github.com/dialogic-godot/dialogic/pull/2020
Full Changelog: https://github.com/dialogic-godot/dialogic/compare/2.0-alpha-12...2.0-alpha-13
This alpha release brings a multitude of cool new features and a big bunch of bug-fixes.
I wish you all a happy end of the year and fun with this release.
With the rework of styles, one of the last big points has been ticked off, and in fact, the other feature rework that was listed on the last release — variables — is already close to being finished. So what's next? Well, it means that it's not unlikely that we have only one more alpha release before the beta. Personally, I will focus mostly on testing, bug-fixing and minor UI/UX improvements from here on. Once I feel we are ready to go into beta, I will start creating tutorials and working on the documentation. Our beta will likely not mean a full feature freeze until very close to release. We just do not have a fast enough release cycle to push features off until the next release. So if you have a small feature PR, don't worry. However, the beta will be a time of focus on stability and bug-fixing for the core team. The next release will increase the required godot version to 4.2 so we can benefit from all the cool new additions in that version.
This release comes with one major breaking change: Styles. Basically, any style and custom layout scene from previous alphas won't be working as expected anymore. Therefore, before you update to this version, PLEASE COMMIT ANY CHANGES OR MAKE A BACKUP COPY.
However, don't worry:
DialogicLayoutBase
. Then you can create a new Custom Style and replace the base scene with your custom layout. Do this only if you really need to. I recommend using the new styles as those will be the ones getting improvements in the future.Any settings from your previous styles won't be able to be transferred.
Regarding styles, a couple of methods have been renamed/moved:
Dialogic.has_active_layout_node()
=> Dialogic.Styles.has_active_layout_node()
Dialogic.get_layout_node()
=> Dialogic.Styles.get_layout_node()
Dialogic.Styles.add_layout_style()
=> Dialogic.Styles.load_style()
Dialogic.find_timeline()
=> DialogicResourceUtil.get_timeline_resource()
This list is incomplete; it's just a selection I thought might be useful to you. If something breaks, and you're not sure why, just hit us up on Discord.
There is a small chance the new unique identifiers' system comes up with a different default name for characters or timelines (this should only happen if you have multiple characters/timelines with the same name). In this case, you can simply adjust the auto-generated identifiers in the Reference Manager. You can learn more about unique identifiers in the documentation: Reference Manager - Dialogic 2 Documentation
The z-index is now affecting the order of portrait containers. This means they can no longer be children of (e.g.) a VBoxContainer.
null
assignment to String
by @CakeVR in https://github.com/coppolaemilio/dialogic/pull/1924
Full Changelog: https://github.com/coppolaemilio/dialogic/compare/2.0-alpha-11...2.0-alpha-12
Another month, another alpha. Here are some of the highlights of this version:
There are countless smaller and bigger bugs that where fixed, including to saving, choices & exporting. Huge shoutout to @CakeVR for all their amazing work implementing features, testing things, fixing bugs and helping people on the discord!
We hope you enjoy dialogic already, see you at the next release! Btw, check out our new documentation page (WIP)!
Behind the scenes we are trying to improve the codebase so that we can hopefully get into a beta-phase soon. Until then there are a few areas that need some more attention as they might require some more breaking changes:
Call Node -> Call The new Call event can do most of what was possible with the old Call Node event and a bunch more. Most importantly though it is designed with just Autoload access in mind. If you previously called methods on a different node further down in the scene tree, you should wrap that call in an autoload method now.
The new text syntax for the call event is as follows:
do Autoload.method("arg1", 0.2, true)
The visual editor is a lot easier to use and now also allows specifying the type of each argument. If your methods arguments are statically typed it will warn you when you use wrong types.
Autoadvance & Input Internal changes around input mean that many methods, especially around Auto-Advance, changed. Checkout the documentation on how it should be used now.
If you have a custom layout, you should place the new DialogicNode_Input node in it. It should cover all the area that you want to be clickable. It should be placed behind anything that has priority (e.g. choices, text input etc.) but in front of everything that shouldn't block the input.
Background Node If you have a custom layout you might have to re-instance the DialogicNode_BackgroundHolder into it, as that node changed it's node type (which might not correctly update in your scene).
toggled
signal for toggling physics_process
by @CakeVR in https://github.com/coppolaemilio/dialogic/pull/1872
Full Changelog: https://github.com/coppolaemilio/dialogic/compare/2.0-alpha-10...2.0-alpha-11
This release has it all: new features, breaking changes, UI updates, and tons of bug fixes. And it's still not a beta. Damn. But we are getting there: slowly but surely. As always if you have questions or feedback it's best to reach out on emilios discord.
Notable new features include:
Notable bug fixes:
We hope you enjoy this new version. If you make something cool with dialogic 2, feel invited to show it on emilios discord. If you are new to dialogic, hey, nice to have you here, here is a good place to start and please keep in mind we are still in alpha ;).
The syntax of certain events has changed, meaning they will break in existing timelines. However it's easy to fix. The changes are:
You can either manually change these syntax changes in the text editor or use the Broken Reference Manager.
Open the Broken Reference Manager
in the top right corner (little broken link symbol)
Click the "Plus" button in the top right of the window that pops up
Fill in e.g. "Update" and "update", whole words+match case, then press Add
Press Check Selected
Check if anything has been detected wrongly (e.g. use of Update inside a text), disable those items
Press Replace
Repeat this process for all syntax changes.
As the default layout is still getting updated, custom layouts that just copy this scene might need some reworking.
Your text speed might seem super fast, because Settings.text_speed is now a multiplier for the letter_speed
. However this change in meaning can result in it being still set wrong. To fix this go to the ProjectSettings>Dialogic>Settings and set "text_speed" to 1
Full Changelog: https://github.com/coppolaemilio/dialogic/compare/2.0-alpha-9...2.0-alpha-10
If you are using dialogic 2 alphas then we've got an exciting update. It's not the beta yet, but we are getting closer! As always if you have questions or feedback it's best to reach out on emilios discord.
This alpha brings a couple of very useful new features to dialogic as well as some syntax changes and a design overhaul (and many, many bug fixes).
The new style editor allows creating multiple sets of layouts+export overrides (which can inherit settings from other styles). This makes it much easier to create style variations for characters or certain sections of timelines.
The new broken reference fixer should make it much easier to rename variables, portrait, timelines and characters and then updating references to those in timelines.
The editor now comes with a new design, especially for the settings, but you will find it creeping everywhere... Also the event colors have been made into a nicer palette adding a couple of new ones, for the ever growing number of events!
As we are still in alpha these changes have to be corrected manually.
jump
and label
events now use the following syntax instead of the shortcode syntax:label MyLabel
jump MyLabel
# or
jump Timeline/MyLabel
# or (to jump to the beginning of a timeline)
jump Timeline/
return
event if you want to return to the last jumpWe are still hoping to get to the beta phase soon, but developement goes slowly as it's mainly on me right now (@Jowan-Spooner). We want to go into a beta when we are at least somewhat confident about dialogic 2 being stable and not having any breaking changes planned. So if you are interested in a beta soon, test dialogic, report bugs here and give your feedback on discord!
Huge shoutout to @CristianRos for a lot of feedback, testing and contributions for this version.
Btw, it's pretty easy to test the most up to date version from the main branch by downloading the zip and just copying the addons/dialogic folder into your projects addons folder (after removing the old version and while the project is closed!). Sometimes that version has some bugs, but tbh, so have the alpha releases.
Full Changelog: https://github.com/coppolaemilio/dialogic/compare/2.0-alpha-8...2.0-alpha-9
While work on the 2.0 version is going steadily (still hoping for a beta soon), many people are still using dialogic 1 in godot 3.x. And some of these amazing people have been working on making dialogic 1 better then ever.
This release brings bug fixes, small additions and most importantly a major performance improvement! This means having many timelines and characters will no longer slow down the editor. Big thanks to @exelia-antonov and @zaknafean for all the work they've put in.
This is likely the last major release on the 1.x branch as core developers have moved to godot 4 and dialogic 2 (on the main branch). But small fixes and improvements will likely keep coming in, so who knows?
As always, feel free to get in touch with us here or on discord.
Full Changelog: https://github.com/coppolaemilio/dialogic/compare/1.4.5...v1.5
Full Changelog: https://github.com/coppolaemilio/dialogic/compare/2.0-alpha-7...2.0-alpha-8
We'll now slow down on adding new stuff and we'll review:
After review all the core areas of the plugin we'll see what needs to get removed, improved, or rebuilt to prepare for the Beta 1 release.
Stay tuned for more updates on the main
branch :)
Full Changelog: https://github.com/coppolaemilio/dialogic/compare/2.0-alpha-6...2.0-alpha-7