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# Can I use C# with Dialogic?
Yes, but it's experimental at the present time. If you want to try it out, and you find issues with the implementation, please let us know.
Usage:
`public override void _Ready()
{
var dialog = DialogicSharp.Start("Greeting");
AddChild(dialog);
}
`
This is the PR that added this feature: [https://github.com/coppolaemilio/dialogic/pull/217](https://github.com/coppolaemilio/dialogic/pull/217)

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# How do I use signals with Dialogic?
## Emit Signal event
You can learn more about how to use this event in its own documentation page in the Events folder.
## Other signals
You can also listen to Dialogic using four preset signals:
- **event_end** and **event_start** are emitted for each event in your timeline
- **timeline_end** and **timeline_start** are emitted when a timeline starts and ends.
You can connect signals using the editor or via code:
```gdscript
func start_dialog():
var dialog = Dialogic.start("my_timeline")
dialog.connect("timeline_end", self, "dialog_ended")
add_node(dialog)
```

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# What license?
**May I use Dialogic in one of my projects?**
Yes, you may use Dialogic to make any kind of game - even commercial ones! The project is developed under the [MIT License](https://github.com/coppolaemilio/dialogic/blob/master/LICENSE). All we ask is that you please remember to credit us in your project!

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# Creating timeline in code?
**Can I create a timeline using GDScript?**
Yes! It's a bit harder since you will have to create each event yourself, and each event has to be **valid.** To get an idea for how to build one properly, open an already created timeline with a text editor and see how we set ours up as an example for yourself. We'll be adding a better tutorial and documentation on this process eventually.
Here's a simple example:
```
func _ready():
var gdscript_dialog = Dialogic.start('')
gdscript_dialog.dialog_node.dialog_script = {
"events":[
{ 'event_id':'dialogic_001', "text": "This dialog was created using GDScript!"}
]
}
add_child(gdscript_dialog)
```

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# Custom portraits
You can define custom portraits that are animated or have particle effects and shaders by selecting a path to a scene (*.tscn) rather than to an image in the character screen. Your custom scene can be a Control node, a sprite or an animated sprite. When selecting a Node2D Dialogic might be unable to access its intended dimensions due to the nature of Node2D not having a specific size attribute defined.

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# Enable/start dialog?
**How can I make my dialogue show up in game?**
There are two ways of doing this: you can use GDScript or the Scene Editor.
Using the `Dialogic` class, you can add dialog nodes from code easily:
```
var new_dialog = Dialogic.start('Your Timeline Name Here')
add_child(new_dialog)
```
Using the editor, you can drag and drop the scene located at `/addons/dialogic/Dialog.tscn` and set the current timeline via the Inspector.

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# How to change the input?
Dialogic uses a godot `Input Action` for the so called `"action key"`. You can create a new `Input Action` in the `Project Settings` under `Input Map`. Then you can select the action key in the dialogic settings.
This way you can use anything from mouse buttons to controler buttons or all of them together.

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# Why a plugin?
**The plugin is cool! Why is it not shipped with Godot?**
I see a lot of people saying that the plugin should come with Godot, but I believe this should stay as a plugin since most of the people making games won't be using it. I'm flattered by your comments but this will remain a plugin :)

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# Show portraits?
**Portraits not showing in game?**
In order to make the characters show up on the screen, you need to make them join your current scene using the [Character Join](../Events/001.md).
If you used the join event and still don't see them, you should try modifying the offset and scale values in your character's portrait until they do appear.

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# Text box to big?
**My resolution is too small and my dialog box is too big. Help!**
The scale of dialogue boxes and text are set in the Theme selected for the project. If your resolution is too small, the default one may be too big. Create a new theme and make the box and text sizes smaller until it fits appropriately.

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# Is there touch/tap support?
**How can I allow touch/tap to advance the dialog?**
'Tap to advance dialog' is supported by default as of release 1.4.2.
By default an invisible 'Touch Button' covers the full screen when Dialog is shown, so a tap anywhere will advance dialog. If you do not want automatic resizing and full screen touch first uncheck the 'Tap area covers full screen' setting:
![image](https://user-images.githubusercontent.com/7741797/170019154-ee5f0231-b8c8-4641-a6df-0490ee165749.png)
Next go to the **DialogNode.tscn**
![image](https://user-images.githubusercontent.com/7741797/170019276-1ffcc9fe-3e4b-474d-9457-4884f941e08c.png)
And find the **TouchScreenButton** node
![image](https://user-images.githubusercontent.com/7741797/170019315-91d79111-2fda-40fc-b1b6-62c5492a81f0.png)
In the inspector, make the shape visible so you can edit it
![image](https://user-images.githubusercontent.com/7741797/170019396-35c11002-c5f8-4fd7-91bd-28f88e5d431e.png)
Then resize it to your hearts content.
**How can I select choices with touch/tap?**
Choice buttons are simply normal Godot UI buttons. This means by default only a mouse click will work on them. If you wish for otouch tap support you have 2 options
1) Emulate Mouse From Touch in your project settings
![image](https://user-images.githubusercontent.com/7741797/170020234-dd0068bb-ede6-4f3e-a3a1-2eabaa2fe76c.png)
2) Edit the **ChoiceButton.tscn**
![image](https://user-images.githubusercontent.com/7741797/170020314-968c96d4-77be-4641-8be5-4e2b16979cfb.png)
And attach or replace it with a touch buttons as your project demands.

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# Why not graph nodes?
**Why doesn't Dialogic use graph nodes?**
Because of how the graph nodes are arranged, the screen gets full of UI elements and it gets harder to follow.
If you want to use graph based editors, you can try [Levraut's LE Dialogue Editor](https://levrault.itch.io/le-dialogue-editor) or [EXP Godot Dialog System](https://github.com/EXPWorlds/Godot-Dialog-System).