πŸ”

Screenshot Create dialogs, characters and scenes to display conversations in your Godot games.

Version 1.1 Godot v3.3

Changelog β€” Installation β€” Basic Usage β€” FAQ β€” Source structure β€” Credits


Installation

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. Then, enable the plugin in project settings.

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.


FAQ

πŸ”· How can I make a dialog show up in game?

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.

πŸ”· Can I use Dialogic in one of my projects?

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!

πŸ”· Why are you not using graph nodes?

Because of how the graph nodes are, the screen gets full of UI elements and it gets harder to follow. If you want to use graph based editors you can try Levraut's LE Dialogue Editor or EXP Godot Dialog System.

πŸ”· The plugin is cool! Why is it not shipped with Godot?

I see a lot of people saying that the plugin should come with Godot, but I believe this should stay as a plugin since most of the people making games won't be using it. I'm flattered by your comments but this will remain a plugin :)

πŸ”· Can I use C# with Dialogic?

It is experimental! So if you want to try it out and you find issues, let us know. Usage:

public override void _Ready()
  {
    var dialog = DialogicSharp.Start("Greeting", false);
    AddChild(dialog);
  }

This is the PR that added this feature: https://github.com/coppolaemilio/dialogic/pull/217


πŸ“¦ Preparing the export

When you export a project using Dialogic, you need to add *.json, *.cfg on the Resources tab Filters to export... input field (see image). This allows Godot to pack the files from the /dialogic folder.


❀ Credits

Made by Emilio Coppola.

Contributors: Arnaud, ellogwen, Jowan-Spooner, Tim Krief, and more!. Special thanks: Toen, Γ’scar, Francisco Presencia. Placeholder images are from Toen's YouTube DF series

Thank you to all my Patreons for making this possible!

Mike King, Tyler Dean Osborne, Problematic Dave, Allyson Ota, Francisco Lepe, Gemma M. Rull, Alex Barton, Joe Constant, Kycho, JDA, Kersla Margdel, Chris Shove, Luke Peters, Wapiti, Penny, Garrett Guillotte, Sl Tu, Alex Harry, Rokatansky, Karl Anderson, GammaGames, Taankydaanky, Alex (Well Done Games), GodofGrunts, Tim Krief, Daniel Cheney, Carlo Cabanilla, Flaming Potato, Joseph Catrambone, AzulCrescent

Support me on Patreon https://www.patreon.com/coppolaemilio

MIT License