Hi everybody. For any Godot users of SayWhat, you might want to check out my new all-in-one addon for Godot . It has a dialogue editor and runtime built into th...
Continuing on with the whole “translations” thing I’ve added a new button to the toolbar: This new button will auto generate static translation keys for a...
Another quick bugfix release that helps translations exports play nice with existing files. It will now match the column count against the rest of the CSV file...
Just a couple of bug fixes in this one. Fixed an issue where exporting before saving anything would lock up the editor Fixed a parsing issue with certain respon...
Hello again. It hasn’t been that long since the last update but I’ve had some time to add an important new feature (and a few less important features). Firs...
On top of updating the Itch page with some more documentation, I’ve added a couple of new features to the editor and fixed a few bugs. When your cursor is on...
SayWhat has been rewritten from the ground up. The new workflow is smoother and comes with new features. Gone are the clunky conditional prefixes - now you have...
This update adds support for inline node jumps. Now you can have conditional node jumps in the middle of a dialogue node: Character: Some dialogue. [if some_con...