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README.md

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# Dialogue Plugin for Godot Engine
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[![Godot Engine](https://img.shields.io/badge/Godot%20Engine-Plugin-blue?style=flat-square&logo=godot-engine&logoColor=white&logoWidth=20)]() [![GitHub license](https://img.shields.io/github/license/AnidemDex/Godot-DialogPlugin?style=flat-square)](https://github.com/AnidemDex/Godot-DialogPlugin/blob/main/LICENSE)
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[![GitHub issues](https://img.shields.io/github/issues/AnidemDex/Godot-DialogPlugin?style=flat-square)](https://github.com/AnidemDex/Godot-DialogPlugin/issues)
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[![Godot Engine](https://img.shields.io/badge/Version-0.1.0-red?style=flat-square)]()
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[![Godot Engine](https://img.shields.io/badge/Version-0.1.4-red?style=flat-square)](https://github.com/AnidemDex/Godot-DialogPlugin/releases/tag/v0.1.4)
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<p align="center">
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<a href="https://twitter.com/anidemdex" target="_blank"><img src="https://raw.githubusercontent.com/AnidemDex/Godot-DialogPlugin/main/.images/banner_animation.gif"></a><br/>
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If you want more information about installing plugins in Godot, please refer to [official documentation page](https://docs.godotengine.org/en/stable/tutorials/plugins/editor/installing_plugins.html).
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If you're downloading the repository instead, make sure to move only `dialog_plugin` to you `addons` folder. Extra folders are for debug purposes.
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# What is new on this version? [0.1.4]
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- **Say "¡Hola!" to internationalization.** Now you can use translations in your dialogs, and export or import those _(as .csv)_ aswell. Don't worry, you can use your own translations before using the plugin.
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Want to see the whole changelog? Take a look on [CHANGELOG.md](/docs/CHANGELOG.md)
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# How to use it
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That's a good question.
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This can be separated as 2 different things:
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## Create your timeline
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1. First, create a timeline, inside the Dialog Editor tab.
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After activating the plugin, go to Dialog Editor tab. It should be next to `AssetLib` tab.
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![Godot View Tabs](.images/godot_view_tabs.png)
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Then, click on `Timelines` button and `New` button.
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![New Timeline](.images/godot_new_timeline.png)
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2. Add some events to that timeline. A timeline without events will not work, and will halt your game if you try to use it.
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![New event](.images/godot_new_event.png)
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3. Create a new `Dialog` node, and `start` it with your recently created timeline.
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You had 2 options:
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1. Create it from code:
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> **Note**: you can also can create timelines and events through code if you preffer.
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## Instantiate your Dialog node with your timeline
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Now you need to create a new `Dialog` node, and `start` it with your recently created timeline.
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You had 2 options:
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### 🔵 Create it from code:
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```gdscript
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# ...
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# inside any node in the scene
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# Add that node to the scene
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add_child(dialog_node)
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```
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`your_timeline` can be the name of your timeline (the name that you used when you created it), the absolute path to that timeline or a `DialogTimelineResource`.
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`<your_timeline>` can be:
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2. or Instantiate it in the scene editor:
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- The name of your timeline (the name that you used when you created it),
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- The absolute path (something like `res://dialog_files/timelines/<your_timeline>.tres`) to that timeline,
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- A `DialogTimelineResource`.
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### 🔵 Instantiate it in the scene through the editor:
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![Instance dialog](.images/godot_instance_dialog_node.png)
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Then, select the node:
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![Dialog Node](.images/godot_scene_tree.png)
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And, inside the Inspector tab, select the timeline:
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![Inspector](.images/godot_inspector_tab.png)
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That's it, it's fair simple.
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# Documentation
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Please refer to [DOCS.md](/docs/DOCS.md) (WIP)
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# More information
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1. You can extend the functionality

docs/CHANGELOG.md

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# Changelog
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All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [UNRELEASED]
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Ignore this section until someone decide to add information, please.
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### Added
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### Changed
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### Deprecated
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### Removed
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### Fixed
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## [0.1.4] - 2021-05-09
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### Added
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- **Translation system** based on Godot i18n using a [modified version of this repository](https://github.com/AnidemDex/Godot-TranslationService)
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- **Translations to text events and timeline editor**. You can use .csv files or use the Dialog editor to create translations.
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- **Translations to the plugin itself**. There's more languages than english.
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- **CHANGELOG.md file.** Who said that keep the things in order is easy?
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### Changed
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- **Timeline editor view.**
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- **Main screen behaviour.** The editor now instances itself only when you select the editor, and free itself if you change the main screen. Keeping free RAM is never easy.
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### Fixed
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- [Leaked instances on exit.](https://github.com/AnidemDex/Godot-DialogPlugin/issues/1)
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- **Translations bug.** For some reason, Godot doesn't brings all properties on a clean project. This tries to workaround that.
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## [0.1.3] - 2021-05-03
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### Fixed
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- **Draggable events fixed**. There was a bug related the drag 'n' drop system
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## [0.1.2] - 2021-05-03
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### Added
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- **Drag 'n' drop system.** You can drag and drop events from the event container, or reorganize your timelines.
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- **Test suit added.** Because making mistakes is a human thing, this can prevent making many mistakes verifying the source files. The power of Unit Testing (provided by [WAT plugin](https://github.com/AlexDarigan/WAT-GDScript)) and Github Actions in one place.
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- **DialogBaseNode icon.** Because beeing unique is a hard task to do in the actual era.
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### Changed
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- **Databases now must keep it default values.** Nobody wants to know that i use timelines like "food" or "test".
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- **Banner image.** A little witch that gives the welcome is always better.
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- **Timeline preview.** With a new theme and behaviour.
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## [0.1.1] - 2021-05-01
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### Added
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- **Documentation about any class that plugin uses.** Have you any idea how many time this took me to do? My soul was drained while I was doing documentation, and it's incomplete.
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### Changed
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- **Dialog bubble.** Now it looks more like a bubble than a little square.
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## [[0.1.0]](https://github.com/AnidemDex/Godot-DialogPlugin/releases/tag/v0.1.0) - 2021-04-30
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### Added
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- **DialogBaseNode.** The base class to create and use any timeline.
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- **In game text box.** For those who wants to make dialogues in squares.
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- **In game dialog bubble.** For those who wants to make dialogues but doesn't like squares.
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- **Database files.** That holds references to files created by the user.
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- **Plugin core files.** Very important.
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- **Example assets.** Some of them are used in the base nodes.

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