Description

Description The following project is an implementation of a "dating sim" style branching dialogue system. With just this system, it is possible to create extensive visual novel type games. The system covers all the basics with typewriter letter by letter effect, sequentially played dialogue, displaying characters on screen and playing soundfiles.

Additionally it supports a fully feature rich branching dialogue system with an extensive amount of different branch types to allow for extreme customization. It allows for nested branches, as well as Save/Load on trees. Additionally allows for pausing/resuming/skipping of dialogue as well as the possibility to export entire code tree to a readable textfile, for example, to give to voice actors.

It is designed to be as easy as possible to understand and write dialogue in a rapid and easy manner, once setup within your game. It can easily be exported and implemented to any project, with only needing to change a few GUI elements of the system. All the user need to do is use the pre-created script in the controller as shown in the example and start creating dialogue!

Features

  • Branching Dialogue
  • Non-Branching Dialogue
  • Actors and Soundfiles
  • Typewriter Effect
  • Choices & Choice Submenus
  • Multiple Branch Types such as Sequence, Random, Random_Once & More!
  • Fully Combinable Nested Branches
  • Conditional Dialogue Elements
  • Save/Load Feature
  • Export Tree to Textfile
  • Fully Pauseable
  • And much, much more!

Demo: link

End User Licence Agreement (EULA).

Changes in 1.3.2

  • Asset have been updated with an enum where all UI can be customized in one easy to access location.
  • Simple tweening effect for creation of the dialogue box have been implemented. This feature is optional.
  • Skipping dialog will now show the entire dialog the first time if typewriter effect have not been completed.

Version 1.3.2. Published July 19, 2016

Created with GameMaker: Studio v1.4.1750

Age Rating: 4+

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Michael L 24 June 2018


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Anonymous 02 April 2018

Exactly what I needed, just one problem...

As said by Mike T, all you need to do to get it to work on GMS2 is change the macro variables (LEFT, B_S, etc.) to global and create an object which opens before everything else in the room containing said variables.
Customising the UI has taken a bit of work, though it's more an issue of time rather than complexity.

The only problem I've had, which to me is a pretty big one which I'd like to get fixed, is that the choice prompts are designed to be in the same place as the rest of the dialogue, when I want them in the middle of the room atop sprites. That itself isn't a problem as you can easily move the choice text in scr_choice_object and change xx and yy.
The issue is that it deletes the last spoken line, and I can't for the life of me figure out how to have them both displayed simultaneously.
This is likely far simpler than it seems to be, but I'd appreciate an answer nonetheless.
Besides that, the system is brilliant, better than anything I could make.


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Jean C 15 February 2018


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Mike T 14 August 2017

FIXED : Not working on GMS 2. Issue with macros..

While importing to GMS2,the only error that prevent it to run properly is the lack of Macros. Since GMS 2 handle macros differently you cannot longer define those in your resources like you mentioned on your Readme file. I also tried the #macro LEFT 0 and it didn't work.
---=== FIXED ===---
Solution: I created a global variables in the first room onf the project, example :
global.LEFT = 0
global.RIGHT = 1
global.MIDDLE = 2
global.B_S = 0
global.B_N = 1
global.B_R = 2
global.B_RO = 3
global.B_RN = 4
global.B_C = 5

Then, open ALL the scripts and Objects, where you see the constant LEFT, or RIGHT or whatever one of those above, just rename it by putting "global." in front of them. Example : global.B_C

The project running quite smoothly after that. I hope I helped someone making this works on GMS 2. :-)


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Bryce C 21 May 2018

Doesn't run anymore

After hitting the "Start Dialogue System" button, the game crashes with fatal error:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object ctr_dialogue_example:

Variable ctr_dialogue_example.LEFT(100042, -2147483648) not set before reading it.
at gml_Object_ctr_dialogue_example_CreateEvent_1 (line 14) - scr_dialogue(1, LEFT, obj_actor_1, noone, "Hello World! How are you feeling?");
############################################################################################

I promise to update my review if I can get this to work; everyone else had such a positive experience! Thank you.

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Cinderfire Studios (Publisher) 14 April 2017

Read the readme. You need to important macros which have been used for positions and branch types.


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Anonymous 20 December 2016

How do you get the actual code?

I have never tried to download something like this, but how do you get the actual code? I tried to use the preview tab, but when I downloaded it, and tried to open it in notepad++ to copy and paste, it was blank, can someone please help.


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Anonymous 12 November 2016

it works great but....

the system is beautiful but has a flaw the ctr_example when you have it so the player is asked if they want to go through the tutorial they select yes or no but both lead to another room not more dialogue and well the setup does not allow for room transition. other wise it is amazing!!!!!!!!


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Aram Y 19 July 2016

Amazing Engine!

This dialogue system is amazing, and the dev definitely tried their best to explain all of the code as it goes along with thorough and helpful comments, as well as with a great example.

Edit: The system has now been updated to be even more accessible. Although the update was a bit too late for me, I already took the time to dig into the code and rework it for my purposes. :) I'm actually glad I did, because it allowed me to study the inner workings of the system and add my own features. The important thing is that the meat of the system, the dialogue handlers themselves, are spectacular and I definitely would not have been able to come up with something like it on my own. My game definitely will be way easier to make, and will come out a lot better, thanks to this system. There were even features I've added that either were in this system, or that I was able to very easily add thanks to the simplicity of this system, that I never even imagined I could do in the first place.

This review was left for a previous version of this asset.

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Cinderfire Studios (Publisher) 19 July 2016

Read the FAQ for how to remove actors. Asset have now been updated as of version 1.3.1 with an enum in the ctr_globals where you can easily customize all UI elements.


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Anonymous 26 April 2016

Good Dialogue Engine, Missing Easier Customization

The System works really well, thank you very much, but customizing it for you game can be a bit tricky with fiddling around in the script files and some back & forth testing. It would have been easier to use if all values were at the same places (like the globals or macros).

*UPDATE: The Core System still works really well, but adapting the UI to a vertical oriented game required a lot of back and forth and code change. Like I said, the core works very well, but be ready to dive and adapt it properly for you needs.

This review was left for a previous version of this asset.


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Charles P 17 December 2015

This is Great!!

This review was left for a previous version of this asset.


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Uncle R 11 November 2015

Great purchase indeed.

I believe I have purchased every dialogue system on marketplace that features a [questions/answers] system. Someare insanely overcomplicated, with tons of features, but somehow limiting (due to it's scale and complexity). This one, on the other hand, is complex but coded to where it can be understood easily. There are also TONS of comments throughout. I believe there's a comment for every line of code!

My only personal quibble is that you have to use the mouse to choose your "response." Seems to break the flow of the dialogue. But that's just me.

For the price and the features that's included in this asset, you can't lose! :)

This review was left for a previous version of this asset.

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Cinderfire Studios (Publisher) 15 February 2016

System now also supports keyboard controls, autoskip disable, and mouse skipping by default as of version 1.2.0.


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Herminio S 07 January 2016

Now that it's fixed this is a great purchase!

So I had some gripes about this system because of a bug that was in it, but the dev quickly fixed it as soon as I mentioned it in a previous review. Great system, I don't think there's any system you can buy on this marketplace that has the amount of features this one has. Like I said in a previous review, this dialog engine rivals what games like Mass Effect and Skyrim have, you can have dialog trees, hidden options and more! I'm eager to implement this into my game, I think that's what I'm gonna be working on this week, I'll edit this review if I find any problems but I don't think I will. Great asset and priced reasonably, I'd recommend this to anybody who's making a visual novel game or RPG.

This review was left for a previous version of this asset.

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Cinderfire Studios (Publisher) 09 November 2015

Asset have now been updated (1.1.0) and this bug have been located and fixed. Issue was with sequence branches not resetting progress when last index was a branch. Also updated choices when clicked to use an user event now instead of a 1 step alarm, making that blinking effect disappear.

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