I’ve been working on a couple of features for a new update. Here’s the tentative changelist:
- Fixed localization variables accessibility (You no longer use “_” before localization variable names).
- Added Mini Map to the VIDE Editor. Improves navigation, visibility, and productivity by providing the user with a map version of the dialogue.
- Added SaveState() and LoadState() methods to VDs and VA to save and load states. This easily helps you restore changes made to ExtraVariables, overwriteStartNodes, etc., between game sessions.
- Added ToIntArray and ToStringArray methods to VD class. Saves you the need for splitting and parsing individual elements.
- Added saving to main demo.
- Added “Condition Guy” character to main demo scene. It has a dialogue that works with conditions.
- Fixed dragging selected nodes while dragging new ones
- Fixed Singles allowing Thousands (commas) when parsing Extra Variables. Strings containing commas will remain as strings.
- Recolored nodes and exposed many skin-related variables. Customize them at VIDE/Data/Editor/Editorstyles.prefab
- Improved beziers in the VIDE Editor.
- Fixed Texture2D memory leaks when using the VIDE Editor.
- Updated Documentation
The two main features are Save States and Mini Map.
As explained above, save states will let you save changed made to Extra Variables, comment visibility, and VA-related variables. This is to easily restore those changes between game sessions; a feature that had been missing for a long time. The main demo (“PlayerInteraction”) will now have saving integrated. You will be able to check the updates scripts plus the updated Documentation to get to know the methods.
On the other hand, the Mini Map is a new view mode for the VIDE Editor which will provide, firstly, better visibility of the whole dialogue:
You can also click another node to travel to it and modify the contents of it from here. You cannot create new, move, or re-connect nodes from here.
You will be able to access the MiniMap from the toolbar or by hitting Space.
VIDE Lite will not have these two new features, but some of the others might be included.
The update should be up next week.
Here’s a new update with some new features.
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.
The new update is up 🙂
- 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.
- 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 🙂