VIDE 2.0 New Features

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I’ve been working on lots of improvements and fixes for the new 2.0 version. Lots of refactoring and optimizing as well, as there was a lot of old code that wasn’t really cleverly written.

The should be available this week (5/15/2017).

Here’s the final changelist:

Continue reading

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VIDE Dialogues will no longer be free

VIDE started out as a personal project for personal use. I never expected it to be successful-ish.

Starting from the next update (2.0) VIDE Dialogues will no longer be free.
I initially launched it for free so as to get feedback from users and see if it turned out to be a useful tool. Since then, I’ve been reading your feedback, helping out those with bugs and issues, and working on updates to improve it, and despite the fact that I enjoy doing so, the task has become time-consuming. I thought on submitting a “Pro” version instead, but that would be even more time-consuming.

I’m aware that VIDE doesn’t offer a number of features that some other paid assets offer as it focuses on delivering raw data, so I’m not planning for it to be expensive, at all. Regardless, the price point is still TBD.

Of course, those who already own the asset will not have to pay for anything. So, if you haven’t yet, this is your chance 🙂

As a paid asset, I’ll be more actively working on improvements. Some of the things I plan to add/change for the next update: Check here

Thanks for your understanding.

 

 

 

 

 

VIDE 1.2 now available

The new update is up 🙂

Full changelist:

  • Fixed VIDE_Data loading wrong dialogues (with an offset) after creating or deleting new dialogues.
  • New toolbar that replaces Editor Tools.
  • Add sprites to your dialogues and nodes! Select default Player/NPC sprites from VIDE_Assign component and/or set a specific one for each node. Access the sprites through VIDE_Data.assigned.defaultPlayerSprite and NodeData.nodeSprite. Sprites should go inside Resources.
  • Brand new Extra Variables system. Store strings, ints, floats, or booleans as values. Access the objects from the extraVars dictionary using custom keys. Deprecated extraData is still available, though it will be removed in a later version.
  • Added UpdateExtraVariables method to modify Extra Variables at runtime.
  • Added ‘extraVars’, ‘nodeSprite’, and ‘dirty’ variables to NodeData.
  • Added buttons to expand/collapse window content to free space.
  • Added checkbox to disable the performance view when panning inside the VIDE Editor (Empty nodes when panning).
  • Inspector multi-object editing is now supported for VIDE_Assign component.
  • Updated exampleUI.cs and example1 scene with sprites and extraVars.
  • Updated documentation.

Warning:

  • VIDE_Data’s methods and variables are now static and can be accessed from anywhere; instance no longer needed. You’ll have to update your scripts.
  • Renamed VIDE_Assign.dialogueName variable to VIDE_Assign.alias. You might have to set the names again for every VIDE_Assign component and update your scripts. This was a necessary change as ‘dialogueName’ was misleading.

NOTE: The last 2 changes in the list will require you to make some changes on your VIDE_Assign components and manager scripts, keep this in mind when deciding whether to update or not.

When changing dialogueName to alias, the string field gets reset. You’ll have to input the custom name for any VIDE_Assign that was previously using the dialogueName variable.

Also, you no longer need an instance of VIDE_Data in your script to access the contents. Now, whenever you are referring to a class, variable, or method inside VIDE_Data, you will type, for example, VIDE_Data.Next(). This change was made as to allow easy access to VIDE_Data without the need of referencing. You still need 1 VIDE_Data component in your scene.

Get the update here

I hope this is all helpful! Thanks for using VIDE 🙂

 

Preview VIDE 1.2

[EDIT]
I’m actually gonna get rid of the Editor Tools window and put everything into a toolbar before uploading. YOLO
[EDIT]
DONE

main

The small update turned out to be a bit bigger than expected. It was a fun weekend 🙂

Here’s a preview of what VIDE 1.2 will be bringing:

  • Fixed VIDE_Data loading wrong dialogues (with an offset) after creating or deleting new dialogues.
  • Add sprites to your dialogues and nodes! Select default Player/NPC sprites from VIDE_Assign component and/or set a specific one for each node. Access the sprites through VIDE_Data.assigned.defaultPlayerSprite and NodeData.nodeSprite. Sprites should go inside Resources.
  • Brand new Extra Variables system. Store strings, ints, floats, or booleans as values. Access the objects from the extraVars dictionary using custom keys. Deprecated extraData is still available, though it will be removed in a later version.
  • Added UpdateExtraVariables method to modify Extra Variables at runtime.
  • Added ‘extraVars’, ‘nodeSprite’, and ‘dirty’ variables to NodeData.
  • Added buttons to expand/collapse window content to free space.
  • Added checkbox to disable the performance view when panning inside the VIDE Editor (Empty nodes when panning).
  • Inspector multi-object editing is now supported for VIDE_Assign component.
  • Updated exampleUI.cs and example1 scene with sprites and extraVars.
  • Updated documentation.
  • VIDE_Data’s methods and variables are now static and can be accessed from anywhere; instance no longer needed. You’ll have to update your scripts.
  • Renamed VIDE_Assign.dialogueName variable to VIDE_Assign.alias. You might have to set the names again for every VIDE_Assign component and update your scripts. This was a necessary change as ‘dialogueName’ was misleading.  

NOTE: The last 2 changes in the list will require you to make some changes on your VIDE_Assign components and manager scripts, keep this in mind when deciding whether to update or not.

  • When changing dialogueName to alias, the string field gets reset. You’ll have to input the custom name for any VIDE_Assign that was previously using the dialogueName variable.
  • You no longer need an instance of VIDE_Data in your script to access the contents. Now, whenever you are referring to a class, variable, or method inside VIDE_Data, you will type, for example, VIDE_Data.Next(). This change was made as to allow easy access to VIDE_Data without the need of referencing. You still need 1 VIDE_Data component in your scene.

 

Extra Variables replaces extraData, and you can modify them during runtime! Extra Data will still be available to use but will be removed in a later version.

Set default sprites from VIDE_Assign and node-specific sprites from each node. Sprites must be stored inside a Resources folder.

Remember to check out the updated Documentation and exampleUI.cs for reference. CrazyCap demo character is even crazier now!
Capsule_Wowed

The update should be available before this weekend.

Cheers 🙂

 

 

VIDE 1.1.3f2 is up

The update including a few fixes is up 🙂

Here’s the changelog:

  • Added OnNodeChange and OnEnd events to VIDE_Data
  • Completely refactored exampleUI.cs. It is now a better start point for new users
  • Fixed VIDE Editor not automatically opening newly-created dialogue
  • Fixed a case where VIDE Editor would not save when closing or losing focus
  • Fixed Action Nodes for methods that have no parameters
  • Fixed new dialogues not having a default start node of 0
  • Optimized nodes that are outside the visible canvas to improve VIDE Editor performance
  • Now you can threaten Charlie with the Mystical Rocket-Launcher (example1.scene)
  • Minor improvements
  • Updated API

Link to Asset

 

New version coming soon

Yesterday I submitted the new package to the Asset Store, it should be up by either Thursday or Friday (assumably).

Here’s the changelog for incoming version 1.1.3f2:

  • Added OnNodeChange and OnEnd events to VIDE_Data
  • Completely refactored exampleUI.cs. It is now a better start point for new users
  • Fixed VIDE Editor not automatically opening newly-created dialogue
  • Fixed a case where VIDE Editor would not save when closing or losing focus
  • Fixed Action Nodes for methods that have no parameters
  • Fixed new dialogues not having a default start node of 0
  • Optimized nodes that are outside the visible canvas to improve VIDE Editor performance
  • Now you can threaten Charlie with the Mystical Rocket-Launcher (example1.scene)

 

(╯°□°)╯︵ ┻━┻

VIDE: Hotfix, events and refactoring

With the previous update, I realized I should’ve added OnNodeChange and OnEnd event to create a better and more optimal code structure.

I added the events and now I’m completely refactoring exampleUI.cs. I really didn’t like the way it was written; it was kind of messy. With the refactoring, it is actually looking like a good template structure to start with. Not that the original wasn’t useful, but it was outdated.

I’m also thinking of making a video demo/tutorial and add it to the store page. Might help some people.

Oopsies:

With the last update, I accidentally broke ActionNodes that call methods with no parameters. You can get the hotfix here meanwhile I upload to the Store. The package already includes the refactored exampleUI.cs

Also, if after the last update you are getting the wrong dialogues being loaded when starting a conversation, you need to reselect them in the “Assigned dialogue” field within the VIDE_Assign component attached to the object. Now they will have the correct dialogue index. This happened because of a necessary fix I made.

When creating a new dialogue, the VIDE Editor will not correctly open it for you. You have to manually select it from the list. I will fix this for the next update this week.

VIDE Dialogues 1.1.3 – Loading/Unloading and predefined actions

There’s a new version up with a couple of new features:)

As the project grows, you might find yourself with hundreds of big dialogues. Depending on the machine, it might or might not take a little while to load the dialogues when starting a conversation.

To prevent undesired delays when starting a conversation, I added a few methods to load all or specific dialogues whenever you want, like at game launch, for example.

Regarding Action Nodes, I added an OnActionNode event you can subscribe to in order to add even more functionality. To remove the need for writing certain methods, I also added predefined actions that will allow you to easily change the OverrideStartNode and dialogue name.

capture

The idea is to continue adding predefined actions as I receive feedback from you. If you have any suggestion for it, please don’t hesitate on hitting me up.

Link to asset store

Check the updated documentation for more information 🙂

Full Changelog:

– Now you can Load and Unload dialogues to memory whenever you want by calling LoadDialogues() and UnloadDialogues().
– Added OnActionNode event to Action Nodes.
– Added predefined actions to Action Nodes (OverrideStartNode and Rename Dialogue)
– Updated VIDE_Data’s Inspector content.
– Added Load Tag to Editor Tools within the VIDE Editor.
– Fixed VIDE Editor not sorting list after creating a new dialogue.
– Minor fixes and improvements.
– Updated example1.scene and Documentation.