diff --git a/documentation/SUMMARY.md b/documentation/SUMMARY.md index 095e732..bea0828 100644 --- a/documentation/SUMMARY.md +++ b/documentation/SUMMARY.md @@ -14,5 +14,6 @@ - [Creating Timelines In Code](creating-timelines-in-code.md) - [Auto-Advance](auto-advance.md) - [Auto-Skip](auto-skip.md) +- [Translations](translation.md) - [Pausing](pausing.md) - [Saving & Loading](saving-and-loading.md) diff --git a/documentation/getting-started.md b/documentation/getting-started.md index 9c40a01..2321f2a 100644 --- a/documentation/getting-started.md +++ b/documentation/getting-started.md @@ -28,7 +28,7 @@ Now, let's verify you have correctly installed Dialogic: ## 🚧 How to install the latest WIP Version 🚧 -```admonish warning +```admonish *Dialogic is constantly evolving. Oftentimes fixes for bugs or new features might only be available on the main branch. This is especially true during the alpha and beta phase. If you are interested in using the main branch it's easy to do so.* *Go to [the main page of the repository](https://github.com/coppolaemilio/dialogic) and click on the green `Code` button then presse the `Download ZIP` button. From there you can install that ZIP's content like a release.* ``` @@ -70,7 +70,7 @@ To create a new character press the `Add Character` button on the top right. As for timelines, you need to select the place to save to and a name. -```admonish warning +```admonish This name (without `.dch`) is what will be saved whenever you use that character in a timeline and what you will have to write when referencing the character (e.g. `Emilio: This is a text event.`, if the file is named `Emilio.dch`). So make sure to give it a good name. You can change the name that will actually be displayed in game as the `display_name` property. diff --git a/media/translation/translation_settings.png b/documentation/media/translation/translation_settings.png similarity index 100% rename from media/translation/translation_settings.png rename to documentation/media/translation/translation_settings.png diff --git a/documentation/styles-and-layouts.md b/documentation/styles-and-layouts.md index 0df97bd..d34b163 100644 --- a/documentation/styles-and-layouts.md +++ b/documentation/styles-and-layouts.md @@ -1,5 +1,5 @@ -![header_text_syntax](media/headers/styles_and_layouts.png) # Styles & Layouts +![header_text_syntax](media/headers/styles_and_layouts.png) ## Introduction @@ -55,12 +55,11 @@ The next step would be to customize part of your layout (one of the scenes) beyo An easy way to do this is to use the "Make Custom" button above the layer list and selecting "Current Layer". This will create a copy of that layers scene which you can edit in godot. This is what you would do if you generally like e.g. the textbox, but would like to change something about it that's impossible with just the settings. -``` ```admonish info When editing a layout that's been made custom, be careful which sub-resources (e.g. scripts, fonts, images, etc.) might still be inside the addons/dialogic folder. If you modify these the changes might be lost when updating dialogic. I recommend making any sub-resource "unique" before modifying it. Some, like the scenes root-script however are usually made custom automatically when using "Make Custom". ``` -``` + Alternatively you can start a custom layout scene from scratch. - Your scene's root node has to have a script that extends from either `DialogicLayoutBase` or `DialogicLayoutLayer` depending on your use-case. diff --git a/Documentation/translation.md b/documentation/translation.md similarity index 98% rename from Documentation/translation.md rename to documentation/translation.md index 5a3f69c..1f4900a 100644 --- a/Documentation/translation.md +++ b/documentation/translation.md @@ -1,3 +1,4 @@ +# Translations ![header_getting_started](media/headers/translations.png) ## What is Translation? @@ -26,7 +27,7 @@ Godot itself supports `gettext` as well. In Dialogic, head to the Settings tab, a look under the Translation section. Tick the "Enable Translation" checkbox. -![translation_settings](/media/translation/translation_settings.png) +![translation_settings](media/translation/translation_settings.png) ### Setting up Translation diff --git a/documentation/variables.md b/documentation/variables.md index 499a249..9456616 100644 --- a/documentation/variables.md +++ b/documentation/variables.md @@ -1,7 +1,7 @@ -![header_text_syntax](media/headers/variables.png) - # Variables +![header_text_syntax](media/headers/variables.png) + Variables are good way to keep track of all kinds of things during your game. Dialogic has an easy-to-use and beginner friendly variable system built in. However Dialogic allows to use outside variables (of Autoload Singletons) just as easily. You can also access the Dialogic variables from outside scripts. @@ -10,16 +10,16 @@ To fully utilize these variables this page contains all you need to know. ## 📜 Content -- [The dialogic variable editor](##the-dialogic-variable-editor) -- [Using variables in the timeline](##using-variables-in-the-timeline) - - [Variables in texts](###Variables-in-texts) - - [Conditions](###Conditions) - - [Set Variable event](###Set-variable-event) - - [Text Input event](###Text-input-event) -- [Other uses for variables](##Using-variables-for-other-cool-stuff) -- [Using variables outside of dialogic](##Using-variables-outside-of-dialogic) +- [The dialogic variable editor](#the-dialogic-variable-editor) +- [Using variables in the timeline](#using-variables-in-the-timeline) + - [Variables in texts](#Variables-in-texts) + - [Conditions](#Conditions) + - [Set Variable event](#Set-variable-event) + - [Text Input event](#Text-input-event) +- [Other uses for variables](#Using-variables-for-other-cool-stuff) +- [Using variables outside of dialogic](#Using-variables-outside-of-dialogic) + -## ## The dialogic variable editor