Visual Dialogue Tree

Started by Guyserman82, Mon 07/12/2009 18:23:11

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Guyserman82

Hi. I was thinking that it might be easier to do a dialogue tree if it were visual, like this.

(Please note that this was done VERY quickly: about twenty seconds).
Is there an add-on like this online?
How hard would it be to make?

Crimson Wizard

#1
First: wrong forum to post. Such things go to technical forum.
Second: I have strong doubts this is possible at all. Dialog options are toggled on/off by scrpt commands, not some dialog switches. Futhermore, dialog options may be enabled from global scripts, and from room scripts.

On second thought it is possible ;)
Don't know if there's a plugin though.
But it would be a useful thing indeed.


EDIT: This: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=12683.0 sounds like what you want, but I am not sure how it works and if it is compatible with latest AGS versions.

AJA

I guess I should hurry up releasing my dialog designer. :P By the end of this week, I promise.. I predict.. I probably hope so. Just needs proper documentation and it's done.


One of the main features is that you can organize the dialog options into a tree and have an option automatically show any options that are directly below it.

Guyserman82

Quote from: Crimson Wizard on Mon 07/12/2009 18:51:57
First: wrong forum to post. Such things go to technical forum.
Second: I have strong doubts this is possible at all. Dialog options are toggled on/off by scrpt commands, not some dialog switches. Futhermore, dialog options may be enabled from global scripts, and from room scripts.

On second thought it is possible ;)
Don't know if there's a plugin though.
But it would be a useful thing indeed.


EDIT: This: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=12683.0 sounds like what you want, but I am not sure how it works and if it is compatible with latest AGS versions.
The reason I put this here, is really for the General Discussion. I would make it myself, given some programming knowledge, but I just thought I'd post it here to see what kinds of responces I'd get.

Wyz

#4
I'd actually use graphviz for this purpose I think. :)
Life is like an adventure without the pixel hunts.

LGM

Free Mind is also worth looking into. What you want to do is a form of Mind Mapping. Look it up, there are tons of programs that can do this.
You. Me. Denny's.

Crimson Wizard

Quote from: AJA on Mon 07/12/2009 19:11:27
I guess I should hurry up releasing my dialog designer. :P By the end of this week, I promise.. I predict..

....

One of the main features is that you can organize the dialog options into a tree and have an option automatically show any options that are directly below it.

I wonder does it automatically add proper command to unlock dialog options in the topic script? I figured that's only way to do topic "connections" properly.

AJA

Yes, when you export the script to AGS all the option-on commands will be automatically generated, so you don't have to worry about them for that specific purpose. Of course, this program is not exactly what Guyserman82 asked for since you can only have one parent per dialog option, but it's a very useful tool anyway. What the heck, here's a feature list if anyone's interested...

- Dialog options are organized in a treeview which clearly shows the structure of the dialog
- Syntax highlighted dialog script editor
- Dialog preview (easy collaboration between writers, you don't need to send any other project files)
- Basic AGS dialog script commands work in the preview: option-on, option-off, option-off-forever
- Additional script commands that make writing scripts even easier
- Automatic dialog option reference management: if you reference other dialog options in a script, the references are updated if the index of the referenced option changes
- You can define variables used in your project and use them to conditionally turn dialog options on or off
- Dialog options can be shown automatically if a specified condition is true
- Exports AGS compatible dialog scripts. If conditions or other advanced functionality is used, the minimum required AGS version is 3.1.1. You can also export directly to you project file so you don't have to manually change dialog options in the editor.
- Dialog lines can be converted to any other format if needed. For example you can change export settings so that the line ego: I'm happy. will be automatically converted to cEgo.Say("I'm happy."); when you export the script. Or myfunction(cEgo, "I'm happy.");, whatever you want.

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