Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

I'm messing around with this project to learn Dialogue Manager and running into a weird issue.  It's difficult to search for but I didn't see any mention of it on the github repo.

Couple setup points first:

  • Updated to Dialogue Manager 2.44.0 through AssetLib in Godot 4.3 .NET (using the GDscript version of this project)
  • Fixed issue with coco.look_down() not doing anything by setting the blend_position parameter on 'idle' instead of 'walk'

A `do` command immediately following a title causes the dialogue to briefly appear and then disappear. You're then stuck and unable to do anything anymore. You can recreate this by editing 'main.dialogue' and switching the 1st and 2nd lines of the 'pick_apple' title. Is this a bug or just not allowed?

(+1)

I’ve updated a bunch of stuff in this example (including a bunch of the underlying Dialogue Manager stuff) so it should be better now.

(2 edits)

Thanks for the update!

The `do` command following a title is still broken in the new version and this example.  Same thing happens, soft lock after dialogue briefly appears and disappears.  I never got back to this post before but if I remember correctly, it's a timing issue and the state getting messed up. That was 2.44.0 though, so it might be different in 3.0.0.

edit: I found some more of my comments  in a Discord on the timing issue. Specifically, it's in the _on_mutated() function and the timer that always hides the balloon after 0.1 seconds that a `do` triggers.

Oh, you’re right. I had fixed the C# version but missed one line in the GDScript one. It should be good this time.

Thanks, that works now!