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View Code? Open in Web Editor NEW๐ The documentation for the Dialogic Godot plugin.
Home Page: http://docs.dialogic.pro
๐ The documentation for the Dialogic Godot plugin.
Home Page: http://docs.dialogic.pro
I created CallEvent in Timeline resource and set a function of some singleton script. My function receives a Dictionary argument so I added an argument of type Expression (Any)
When I launch my timeline - this CallEvent works as desired. But if I restart Godot and check this timeline in Visual Editor - it is empty.
Output prints error: res://addons/dialogic/Editor/Events/Fields/array_part.gd:55 - Invalid call. Nonexistent function 'trim_prefix' in base 'Dictionary'.
Although in Text Editor everything is good: do Global.set_actor_state("Player", "idle", {"animation": "idle"})
The issue isn't critical cuz code works but it is visual bug which is undesirable.
I want to use the "Textbubble style" pointing to my player character. But although I registered the character via code, dialogic can't find it. I tried this in a complete new project with the following example code:
func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_accept"):
var layout = Dialogic.start('timeline')
layout.register_character(
load("res://character.dch"),
$Player
)
Created a timeline with one text element and a character with nothing but a name.
Here is a sample project:
dialogic-test.zip
Maybe I'm just too dumb and forgot something ๐ But I would really like to work this out.
Not sure how this is best implemented, but I feel the sorting is really arbitrary right now. We might want to have sections for step by step guides (like Getting Started) and info pages.
Dialogic tries to be beginner friendly, font ligatures in code examples may imply the requirement of special characters and they hide the actual text character composition on sight.
This ligature exists as real character โ
resulting in potential confusion. Copy and paste results in the correct code but that's another unexpected surprise for beginners.
Is your feature request related to a problem?
If users want to learn about the source code, they will be sent to navigate Dialogic on this repository or their local addon copy.
They will be exposed to a lot of information they must not know and must understand how to navigate the source code.
Describe the solution you'd like
Generating the class reference automatically whenever a commit lands on the main
branch.
Additional context:
Example class reference: https://docs.godotengine.org/en/4.0/classes/index.html
How to generate it via CLI: https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html
The sidebar should hide/shrink when the window/screen is to small. This is pretty noticeable on mobile devices but it even feels a bit too big to me when used normally.
A dark theme or dark theme support would be appreciated.
could you make pages for the nodes, defining all the variables and callables? similar to the godot documentation?
Some spaces got replaced by non-breaking space, you can notice that listing is not being reproduce correctly:
https://dialogic-docs.coppolaemilio.com/variables.html#22-conditions
https://dialogic-docs.coppolaemilio.com/timeline-text-syntax.html#about-special-events
https://dialogic-docs.coppolaemilio.com/creating-extensions.html#7-custom-settings-pages
When editing with VScode you can see a dot where is space
It seems to be replaced by the mistake in #34
Adding a class reference, like Godot Docs have, to this documentation would be very useful.
It will help to always scroll through the API for each released version of Dialogic.
Users can find all methods, properties, signals, and learn from the documented code.
For reference: https://docs.godotengine.org/en/4.0/classes/index.html
Is your feature request related to a problem? Please describe.
Documentation seems to mention how to enable the history button (and even mention how to make a custom history button, although I couldn't get the latter to work properly: despite calling the function it should call according to the documentation, it didn't trigger the history screen, and clicking it also advanced the dialogue which is probably a bug). But it doesn't say much about changing the "history state" or whatever it's called. If you reach the end of a game and start over from the main menu without closing and reopening the game, perhaps you don't want messages the previous playthrough to show up when you click the history button during the new playthrough. And I haven't tested saving and loading so far, but I'd hope it's be possible to restore a previous playthrough's history state when loading a savegame from it (wouldn't really be a bug if it wasn't, but Ren'Py does that automatically, and I wouldn't think players wouldn't expect that in other engines).
Describe the solution you'd like
The documentation explaining how to reset the history, and/or how to load it with a previously captured state.
Describe alternatives you've considered
Perhaps make an example game that does this, then at least people looking at how that game works can do what it does. An example game can also be useful for testing, since if you change something in the engine that would require a change in the example game, testing the example game might be quicker than reading through the entire documentation to make sure nothing there needs to be changed.
Additional context
I'm probably more familiar with Ren'Py than Dialogic, but I do have some more experience with Godot, including having made a VN in Godot before (where I didn't use Dialogic).
[Edit: I was using Dialogic 2. Sorry for forgetting to mention that.]
It's typical for documentation pages to limit the width, to be more easily readable.
It's a vital feature for any documentation.
When posting a link to the docs on Discoed, there is no website embed.
All hyperlinks on the README.md
are incorrect and lead nowhere.
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