Conversation editing tool

Level design, models, animations, physics, etc.
10 posts Page 1 of 1
rlranft
Posts: 298
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Sun Sep 20, 2015 5:09 am
For those making a RPG, I've made a free node-based conversation editor. You can download it from my site. There is also a zip file with the gui and scripts it was intended to work with - might be broken, might need "massaging".

The editor is node-based, drag-n-drop, pretty easy to use, and runs on Windows. Should work on Win7 or later, should work on x86 or x64 versions. The documentation is here.

It can save "work in progress" conversations - but at the moment it insists on all node connectors being hooked up before save or export. I'll have to change that because it occurs to me that it has tremendous annoyance potential.

It currently exports to TorqueScript only. I'm in the process of restructuring the plugin system so that more functionality is placed in the plugin - this should give plugin authors more power and flexibility.

Obligatory screen shot:
Image
chriscalef
Posts: 326
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Sun Sep 20, 2015 7:03 am
Very cool. Thanks for sharing it!
rlranft
Posts: 298
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Sun Sep 20, 2015 11:07 pm
Sure!

And as soon as I get the plugin system refactored I'll drop some documentation on how to get started writing them. For now the source is on GitHub for those adventurous enough - the pluginrefactor branch is a mess....
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Mon Sep 28, 2015 8:27 pm
Very nice and professional! Thanks!
rlranft
Posts: 298
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Tue Dec 08, 2015 2:11 am
Getting closer. I have to make another plugin to test that I have in fact separated the correct functionality into the correct parts. I also started fiddling with adding "project" support - basically just keeps track of base script and save folders, and a list of your conversation files, like the project explorer in Visual Studio but lighter.

Repository is here if you're really dying to fiddle with it.
Bishop
Posts: 3
Joined: Wed Dec 09, 2015 2:30 am
by Bishop » Wed Dec 09, 2015 1:43 pm
This is great..thank you very much!!
RasterRon
Posts: 53
Joined: Sun Oct 25, 2015 7:36 am
 
by RasterRon » Wed Dec 09, 2015 3:06 pm
This is awesome, thanks for sharing! :)
Nils
Posts: 160
Joined: Thu Feb 05, 2015 3:32 am
 
by Nils » Wed Dec 09, 2015 4:12 pm
Awesome stuff Richard!
Very generous to share this -> Many thanks!

Let's fiddle with this one :) :) :)
rlranft
Posts: 298
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Tue Dec 15, 2015 2:49 pm
Sorry, still pretending to work on the project management stuff. The .NET TreeView control isn't as handy out of the box as one would like, so I'm writing a "filter" object to deal with them. It will take a path string and create the necessary hierarchy of nodes, handle relocating nodes, and other mundane but irritating tasks.

Almost done, but too lazy to finish.

It's almost like I want to make a game but I'm afraid to - so I make tools to help make the game instead. Then I delay completing the tools, thus further delaying making the game....
Nils
Posts: 160
Joined: Thu Feb 05, 2015 3:32 am
 
by Nils » Wed Dec 16, 2015 2:01 am
[offtopic]
It's almost like I want to make a game but I'm afraid
@
User avatar
rlranft
Hop on the DeadlyMatter project then; really in need for an experienced coder like you!


[/offtopic]
10 posts Page 1 of 1

Who is online

Users browsing this forum: Google [Bot] and 1 guest