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Clyde Dialogue Plugin for Godot

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Importer, interpreter and editor for Clyde Dialogue Language. Completely written in GDScript. No external dependencies.

Clyde is a language for writing game dialogues. It supports branching dialogues, translations and interfacing with your game through variables and events.

Clyde editor screenshot with dialogue file example

This branch has the source code for Godot 4. For Godot 3 check the godot_3 branch.

Usage

The importer automatically imports .clyde files to be used with the interpreter. This improves performance, as the dialogue is parsed beforehand.

Check USAGE.md for how to use the interpreter.

You can find usage examples on /addons/clyde/examples

For more about how to write dialogues using Clyde, check clyde/LANGUAGE.md

Instalation

Follow Godot's installing plugins guide .

Settings

Go to Project > Project Settings > General > Dialogue.

Field Description
Source Folder: Default folder where the interpreter will look for .clyde files when just the filename is provided. Default: res://dialogues/
Id Suffix Lookup Separator: When using id suffixes, this is the separator used in the translation keys. Default. &.
Enable Editor: Default: true. Enable main screen dialogue editor.
Enable Helpers: Default: false. Enable the Dialogue singleton and config node.

Helpers

As seen in the USAGE.md, the Clyde interpreter has as simple interface giving you full control on how to display and handle your dialogues. However, there are many different ways you can go about it, which might make it daunting for new developers.

To help you quick start a project, I included a few helpers with this plugin. By enabling the helpers option in ProjectSettings, a Dialogue singleton and a ClydeDialogueConfig node will be available, allowing a quick start with no much effort.

You can find examples using these helpers on /addons/clyde/examples.

This implementation comes with a simple fixed dialogue bubble and a floating dialogue bubble. You can adapt these helpes however you need. If you intend to change them, I recommend copying them to your project's folder so there are no conflicts when updating the plugin.