FreeRoamRoguelikeRacerPrototype
godot_dialogue_manager
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FreeRoamRoguelikeRacerPrototype | godot_dialogue_manager | |
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2 | 29 | |
89 | 1,728 | |
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0.0 | 9.4 | |
about 1 year ago | 5 days ago | |
GDScript | GDScript | |
MIT License | MIT License |
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FreeRoamRoguelikeRacerPrototype
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Is getting sidetracked from your main project fine?
It is playable already but you need Godot 3.3 and the source from https://github.com/Zireael07/FreeRoamRoguelikeRacerPrototype
- Procedurally generated city at night
godot_dialogue_manager
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I made a quick tutorial for building a reusable menu node with a moving pointer
This is the basis for the menu I use in my own game as well as my Dialogue Manager addon.
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Testing out a refactored dialogue system in Songs of Avenry, as well as some improved graphics
Dialogue backend powered by Dialogue Manager: https://github.com/nathanhoad/godot_dialogue_manager
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Narrative Game Design
If you are using Unreal, I'd go with https://www.unrealengine.com/marketplace/en-US/product/not-yet-dialogue-system it's very powerful yet simple. For Godot, I'd use https://github.com/nathanhoad/godot_dialogue_manager
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Any good options for branching narrative/dialogue in Godot 4?
Nathan Hoad's Dialog Manager is pretty good.
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Saving games with PackedScenes?
https://github.com/nathanhoad/godot_dialogue_manager https://github.com/coppolaemilio/dialogic
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Do you know when you play Undertale and one dialogue have 2 or more options to choose? How do i make that(Godot 3.5)?
Use something like Dialogic or (personal recommendation) Dialog Manager.
- Does Dialogic support godot's built in translation system?
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Have a lot of txt file for my game's dialogue. Is it better to have them compiled in one big txt file or just have dozens of small txt files?
JSON files might not be the best fit for dialogs. Have you considered existing solutions? Godot Dialogue Manager is great and simple to use. You can also check the code to see how it works.
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I made a quick runthrough of how my speech-balloon-style dialogue balloons work
For anyone interested, I'm using myDialogue Manager addon to handle the actual dialogue stuff.
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How to make a basic branching dialogue system?
There are two great dialogue systems available for Godot, Godot Dialogue Manager, which is geared more towards writing things in a script, and Dialogic with a nice user interface, that is more artist-friendly (though direct script editing is also available). It also has more features (at least in the new version, which is currently under development for the upcoming Godot 4 and might not be suitable for production).
What are some alternatives?
dialogic - 💬 Create Dialogs, Visual Novels, RPGs, and manage Characters with Godot to create your Game!
godot-ink - Ink integration for Godot Engine.
Godot-DialogPlugin - 🗨️ A Dialog Node for Godot Engine
RenPy - The Ren'Py Visual Novel Engine
GDYarn - A YarnSpinner Gdscript implementation that is able to parse and interpret scripts written in the yarn language.
YarnSpinner - Yarn Spinner is a tool for building interactive dialogue in games!
pandora - Godot 4 addon for RPG data management such items, inventories, spells, mobs, quests and NPCs.
ink - inkle's open source scripting language for writing interactive narrative.
godot-clyde-dialogue - Clyde Dialogue Language Importer and interpreter for Godot.
whiskers - A Visual Dialogue Editor made using the Godot Engine
godot-coi-serviceworker - A Godot plugin that enables cross-origin isolation for web exports
megastructures-prototypes - Prototypes for the MEGASTRCUTURE roguelike game project