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It would be nice if DialogueTree could accepts structured (object) variables, even though I am not entirely sure how it would work.
Just raising this here to test the waters before attempting to make a PR i guess
Solution suggested
On the gdevelop side - I am not sure if we can tell gdevelop to pass a structured variable to an extension. Does the api allow for the selection of this type?
if it doesnt, one idea is to simply let the dialogue tree extension do that part, where it actually still uses a flat structure, but uses dot or something else to serialize/deserialize nested keys?
Anyways I would be interested if this is something that would be desired by the community.
I personally would like to improve it in order to make it easier to build an entire visual novel type game where all game data is persisted by yarn itself (loading/saving from one place)
I think while we have this awesome extension, it would be good to really stress it by trying to build an entire visual game engine with it in gdevelop. I am finding it difficult when trying to do this with a flat structured data
The text was updated successfully, but these errors were encountered:
to build a HUD in Gdevelop, you will be able to dig into "c" and loop over all existing characters ([tom, maya]), then you can loop over each stat ([outfit, mood])
Keeping that stuff in yarn state greatly simplifies persisting it and kills the possibility of copy pasta errors
blurymind
changed the title
Add structured variable support to DialogueTree extension variables (persistence)
Add better structured variable support to DialogueTree extension
Mar 14, 2024
experimenting with this now in a javascript event - i was able to extend the dialogtools functionality without even running gdevelop in dev mode, which is excellent :D
It does work very nicely, but i am hitting one pesky limitation: Gdevelop's ui extension framework doesnt allow custom expressions to return an array @Bouh@4ian is that something that is there but hidden? I wonder if there is a way around it?
is this advances nested variables functionality in yarn state something that would be beneficial to pr to gdevelop?
I just wonder if its worth spending the time to create a demo and make a pr to dialoguetools to add these extra utility methods/expressions I am making..
Description
It would be nice if DialogueTree could accepts structured (object) variables, even though I am not entirely sure how it would work.
Just raising this here to test the waters before attempting to make a PR i guess
Solution suggested
On the gdevelop side - I am not sure if we can tell gdevelop to pass a structured variable to an extension. Does the api allow for the selection of this type?
bondagejs technically doesnt limit you to what can be saved/loaded
https://github.com/hylyh/bondage.js/blob/master/src/default-variable-storage.js
the yarn language however I believe uses flat structure for variables. I need to do some digging to see if bondagejs also allows deserializing nested structures
https://v1.yarnspinner.dev/docs/writing/expressions-and-variables/
if it doesnt, one idea is to simply let the dialogue tree extension do that part, where it actually still uses a flat structure, but uses dot or something else to serialize/deserialize nested keys?
Anyways I would be interested if this is something that would be desired by the community.
I personally would like to improve it in order to make it easier to build an entire visual novel type game where all game data is persisted by yarn itself (loading/saving from one place)
I think while we have this awesome extension, it would be good to really stress it by trying to build an entire visual game engine with it in gdevelop. I am finding it difficult when trying to do this with a flat structured data
The text was updated successfully, but these errors were encountered: