godot_dialogue_manager
revengate
godot_dialogue_manager | revengate | |
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29 | 15 | |
1,775 | - | |
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9.4 | - | |
7 days ago | - | |
GDScript | ||
MIT License | - |
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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).
revengate
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Sharing Saturday #474
The old Python version of the game had a perfect separation between calculations and presentation, so it was really easy to make a simulator for it. With Godot, presentation is coupled more tightly, but I think that the work I did on perception and visibility should be enough to run combats faster than game-speed (monsters that you can't perceive move without animations).
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Sharing Saturday #473
OK, I went a bit wild with the summoning spell. If you squint, you can probably guess how it works. The key is picking good looking decals to start with, then it's just a bit of pixel shifting with some colorization.
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Godot for a roguelike. Pros and cons?
Oh no! It's in open testing in a few countries and I guess that Google Play prefers to pretend that the app does not exist if you are from somewhere else rather than saying that its region restricted at the moment. The code is here and you can see what it looks like on my devlog.
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Sharing Saturday #458
I couldn't find a good sound effect for the explosion, so I ended up voice acting it.
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Sharing Saturday #457
You are in luck because I'm more than happy to share! https://gitlab.com/ygingras/revengate/-/blob/main/src/ui/water.gdshader
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Sharing Saturday #455
Revengate – a steampunk roguelike for Android – Website | Git repo | Downloads
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Sharing Saturday #454
Revengate 0.4.0 went out to Google Play (also available for manual side-loading). This release includes the monsters stat page, monsters who remember what happened to them, non-aggressive rats, dialogues, and a skills system that is not exposed to the players yet, but which already reduces the number of misses during the typical encounter.
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Sharing Saturday #450
I added victory conditions, so you can finally win the game rather than infinitely bashing monsters. I have a few things to tidy up, then I will probably push a v0.3 build to Google Play next week.
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Sharing Saturday #448
You read my mind! I was stuck with my previous overly complicated and brittle level generator and I would find all sorts of excuses to browse the news rather than writing code. So I tried writing monster descriptions instead and I sent a few commissions out. I really liked the results and it boosted my motivation, so I did it again a few times. It's kind of hard to stop once you have the ball rolling, but you obviously can't make a game with only a killer bestiary, so I took a break from sourcing arts.
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Sharing Saturday #447
I merged the Godot implementation back into the main git repo. There are still a few design docs that should be updated to clarify if they refer to the Python or to the Godot code.
What are some alternatives?
dialogic - 💬 Create Dialogs, Visual Novels, RPGs, and manage Characters with Godot to create your Game!
roguelike-rust
godot-ink - Ink integration for Godot Engine.
CodenameEmpty - A text based adventure roguelite
Godot-DialogPlugin - 🗨️ A Dialog Node for Godot Engine
blunt-quaternion - A reskinning of Nethack's core loop for 7DRL 2023
RenPy - The Ren'Py Visual Novel Engine
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
GDYarn - A YarnSpinner Gdscript implementation that is able to parse and interpret scripts written in the yarn language.
Axes-Armour-Ale - A fantasy, ASCII dungeon crawler for Windows, Linux & OSX
YarnSpinner - Yarn Spinner is a tool for building interactive dialogue in games!
navni - Textmode / pixel graphics display library