I’d love to have vertical connections too - I agree that designing the puzzle graph horizontally doesn’t feel quite right. Unfortunately, the GraphEdit stuff in Godot only works horizontally so it would be a lot more complicated to build everything custom.
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Oh wow, yeah that’s a bug. It looks like it’s not doing the proper check for changes when the shortcuts are used. I’ll fix that up.
I’ll be making a full run-through video now that I’ve finished adding a bunch of new stuff.
Thanks for checking it out :) Yeah I feel like text based dialogue is quicker to write and easier to read.
This looks super cool. I’ve always been a fan of Powerhoof’s Power Quest but never liked Unity lol.
I’m almost finished on a couple of big improvements to the parser and then I’ll add an example project and walk-through video including the newer stuff.
To do something like that “attack” example, I’d just use the “do” keyword and point to a method like
do attack("some attack").
If you happen to find something broken with either the editor or the addon then you can let me know here.
Thanks for finding this - it should be fixed in version 4.2.1
Turns out the export process was failing to guess where to default your export to when there was nothing to guess from.
Ah yep, that’s my bad. I’ve pushed version 4.0.1 of the addon that removes an internal reference to
DialogueManager before the plugin was enabled.
You shouldn’t have to restart Godot to get it to work now.
I’ve added a linux build but I don’t actually have linux installed so I’m not able to test it properly. Let me know if it doesn’t work.
Here is probably a good place for suggestions.
GitHub would be a good place for bugs and/or PRs. I’ll accept any useful PRs (that also come with tests).
Hi! At the moment it’s kind of possible in a convoluted way but I’ll have a look at adding inline node redirection in the new couple of days.