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Devlog
All-in-one addon for Godot
January 26, 2022
by
Nathan Hoad
1
#godot, #addon
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 the one addon which means you can edit you...
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SayWhat 4.3.0
January 16, 2022
by
Nathan Hoad
1
#editor, #translations
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 any lines that need one. So, changing som...
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SayWhat 4.2.2
January 15, 2022
by
Nathan Hoad
1
#editor
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 while merging with it...
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SayWhat 4.2.1
January 15, 2022
by
Nathan Hoad
#editor
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 response block configurations...
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SayWhat 4.2 - Export Translations CSV
January 14, 2022
by
Nathan Hoad
#editor, #translations
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). First up, translations! You can now export a...
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SayWhat 4.1
January 11, 2022
by
Nathan Hoad
#editor, #addon
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 a goto line you’ll now see a prompt si...
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A whole new SayWhat
January 09, 2022
by
Nathan Hoad
#dialogue, #editor, #godot
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 proper conditional blocks! And response...
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Inline node jumps
October 28, 2020
by
Nathan Hoad
#dialogue, #godot
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_condition] -> Another node Character: More...
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Updated Godot export
October 03, 2020
by
Nathan Hoad
#godot, #dialogue
I’ve updated the Godot resource export so that it can be more easily used with my new SayWhat Godot addon ...
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Mac version and Godot resource export
September 26, 2020
by
Nathan Hoad
#godot, #dialogue
This update adds an initial export option for Godot resources (.tres) that packages a list of dialogue nodes into a dictionary keyed by node IDs. To use the resource you will need to create a script a...
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Changes to export
August 01, 2020
by
Nathan Hoad
#dialogue, #editor
This update makes a change to the IDs in the exports. Where entry points used to use sequence and node names, they now use IDs. My reasoning behind the change is that IDs are meant to be unique across...
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Added support for Resx
July 19, 2020
by
Nathan Hoad
#dialogue
Version 1.1 adds support for Resx files whenever you export as XML. Resx is generally used for translations and (in my case) for spritefonts to limit the glyph set to only those that are actually used...
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Fixed an issue with exporting
June 04, 2020
by
Nathan Hoad
#fix
This update fixes an issue in the exported XML or JSON where blank lines were breaking the ID chain...
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