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Dialogue Plugin

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  • replied
    This looks very interesting. I do have a few questions, though:
    • Will you be able to trigger animations from within the dialogue editor, the same way you can trigger sound?
    • The video shows that each node has both a sound input and a voice-over input. What's the difference between the two?
    • Will you be able to set variables within the dialogue editor?
    • Can you assign different controller buttons to different dialogue options? So, for example, if I have four dialogue options, could I assign the Y button to the first, B to the second, A to the third and X to the fourth option and rather than clicking on a dialogue option, I could simply press the corresponding button to trigger it?
    • I'm assuming you can also display the dialogue options in 3D space (like in Heavy Rain/Life is Strange) if you make your own custom widget for it. Is that correct?

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  • replied
    I understand that this has support for voice overs, however, could this drive a text to voice engine / plugin?

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  • replied
    Day 1 buy for me. Looks clean, simple and to the point.
    Last edited by Arixsus; 05-01-2016, 05:20 PM. Reason: im dumb

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  • replied
    Hi.

    This looks amazing, it would love to get access to it asap trough an alternate source.

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  • replied
    This looks great, hopefully up on Marketplace soon (any how long it takes to review?)

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  • replied
    Looking great.
    Congratulations!

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  • replied
    The dialogue plugin looks very promising. Is there an alternative way to acquire it before it gets released on the marketplace?

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  • replied
    Hi everyone. Thanks for your interest. I'm the second co-author of this plugin.

    I'd like to answer your questions:

    - Yes, there are conditions, they allow branching and they're really easy to use. You can make your own conditions, such as check if player has X amount of gold/item(s), or if he's completed a certain quest, or check any variables. We'll make a 1-2 min tutorial about conditions later, hopefully before the plugin gets approved on the marketplace.
    There are also events that use the same principle, but instead of checking for things, they perform things, for example give gold/item(s) to player, play a montage, set a variable, etc.

    - UE4 native localization system works with the Dialogue Plugin.

    - We're going to submit and provide support for UE 4.11 and higher. If you want to use the plugin with a lower version, you'll have to change a couple of nodes in the UMG widget. We're only using one new feature (sound concurrency) from 4.11 for voice-over.

    - The price will be set at $65.



    Originally posted by Rhynedahll View Post
    Could you add a basic 3rd person widget? (Out of the box solution please)
    You mean the front-end dialogue widget for a 3d person template? Sure, the widget from the video is included with the plugin.
    Last edited by Glabrezu; 04-01-2016, 03:46 PM.

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  • replied
    How would you do Localization?
    How do the conditions effect branching, like in the witcher with decisions?
    What versions are you going for currently?

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  • replied
    No submitted plugins have made it out of the Marketplace yet, I understand?

    Could you add a basic 3rd person widget? (Out of the box solution please)

    Are complex conversations possible? For instance, random NPC comments, greeting/goodbye statements selected from lists, replies based upon NPC personality type.

    Condition switched replies?

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  • replied
    looks very interesting to me.(creating a point & click adventure ...)
    how about cheking variables (so a dialogue branche is only activated when a certain variable is set. maybe the player has to get an object before ...)
    and how about using your system with multiple languages
    price would be relevant, too ;-)

    best regards
    stucki

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  • replied
    Hey [MENTION=25447]CodeSpartan[/MENTION] - This looks like a winner what is the price?

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