#DialogueSystem
Been working hard to expand my #godot Dialogue Plugin for asset store readiness.
Here's a screenshot of how it's coming so far! Can you guess what features are in here?

#indiegamedev #godotassets #dialoguesystem
June 18, 2026 at 4:34 AM
Updated my demo for to join the Interactive Fiction Showcase game jam. Available for Windows/Linux (web build just wasn't playable)

lehxra.itch.io/lecture-me-l...

#otome #indiedev #otomedev #art #dialoguesystem #unity #Live2D
January 3, 2025 at 5:02 AM
This week plans: dialogues, dialogues, dialogues.

- UI from mockup to engine.
- Branching system wired in.
- Adrian and Yuna’s first scenes written - magnetic, sharp, and both hungry for the spotlight.

#gamedev #narrativedesign #indiedev #dialoguesystem #indiegame
June 16, 2025 at 10:04 AM
I should have probably made this months ago but it's now live!

In this video, I show how to setup the dialogue system in the previous parts to save dialogue progress.

youtu.be/yxolwuR4ieQ

#UE5 #GameDev #IndieDev #Tutorial #DialogueSystem #SaveGameObjects
UE5 | Ultimate Dialogue System - Tutorial - Pt6
YouTube video by Michael Pattison
youtu.be
January 7, 2025 at 4:34 PM
I recently updated 'Project Sunrise' on the FAB marketplace.

It can be a great time saver if you're planning to start a new single player type game.

fab.com/s/3b5692f064dd

#UE5 #GameDev #IndieDev #FAB #InteractionSystem #DialogueSystem #QuestSystem
Project Sunrise - Interaction, Dialogue & Quest System
Project Sunrise is a blueprint-only project designed to expedite and streamline your development process. It provides a range of features aimed at easing the initial setup. Included is an example map ...
fab.com
November 14, 2024 at 1:32 PM
Easiest Dialogue Plugin for Unreal Engine?
a fully C++ Dialogue System Plugin for #UnrealEngine5 built for both Blueprint and C++ projects!
It’s designed to be event-driven, loading dialogue from Data Tables, triggering custom events on player choices
youtu.be/66Xw8L9fs6M #gamedev #dialoguesystem
Easiest Dialogue Plugin for Unreal Engine 5
YouTube video by Ajinkya X
youtu.be
July 19, 2025 at 4:27 PM
DialogueSystem 다시 꺼내서 먼지 털다. 천천히 시작해볼까...
August 14, 2026 at 2:50 AM
Finally a bit overdue new Rakugo Dialogue System release:
rakugoteam.github.io/devlog-06-25/
#Godot #VisualNovel #DialogueSystem #RenPy
Rakugo Project Devlog #6/25
First 3D Rakugo Game, New Rakugo Dialogue System release, VisualNovelKit new page and AdvancedText docs
rakugoteam.github.io
September 18, 2025 at 4:20 PM
A great start! Out of curiosity, would you mind sharing how you animated this (Timeline, a plugin like DialogueSystem, or custom methods)? I about lost my mind the first time I set out to create cutscenes and got DialogueSystem - it's good but not always the most organic process.
February 10, 2025 at 2:56 PM
The Dialogue System for Unity is 50% off on the Unity Asset Store.
assetstore.unity.com/packages/too...

Daily tips incoming over the next 7 days!

Basic Tip: Use forward slashes (/) to group conversation titles, actor names & quest names into submenus for easy selection.
#unity #dialoguesystem
Dialogue System for Unity | Behavior AI | Unity Asset Store
Get the Dialogue System for Unity package from Pixel Crushers and speed up your game development process. Find this & other Behavior AI options on the Unity Asset Store.
assetstore.unity.com
December 6, 2024 at 12:29 AM
Dialogue System for Unity tips for the day:
assetstore.unity.com/packages/too...

Tip: Set the Dialogue Manager's Other Settings > Debug Level to Info for detailed activity logs. See which GameObjects are in conversations, Conditions results, etc.
youtu.be/bYcL6mpGRBg
#dialoguesystem
Dialogue System for Unity 2.x Logging & Debugging Tips
YouTube video by Pixel Crushers
youtu.be
December 8, 2024 at 4:43 PM
Another update on my Godot 4 NPC Sim! Live on game jolt in a couple of days !!!
Iv expanded the town locations and travel data. I'll be adding quests soon.
#ConversationAI #DialogueSystem #EmotionalAI #MemorySystem #ProceduralDialogue #GenerativeAI #CharacterAI #VirtualPet #AIcompanion
June 9, 2026 at 4:04 PM
Unity's Cyber Week Sale ends tomorrow AM. (Dialogue System, Quest Machine & Love/Hate are 50% off.)

Daily tip: Use the Dialogue Editor's Menu to show all kinds of useful conversation info & customize the editor:
#unity #dialoguesystem
December 10, 2024 at 4:28 PM
会話テキスト系のアセット私はDialogueSystemいじってるけど 話聞いてると芝生の青さ感じるな
February 26, 2024 at 4:38 PM
Instantiated scene and different script
So, i edit my DialogueSystem, my scene tree look like this; DialogueSystem (CanvasLayer) Control (child from canvas) with a script Panel (child from control) TextureRect (child from panel) Label (child from panel) AudioStreamPlayer2D (child from panel) ths script on the control is that one; @export var dialogue_texts: Array = [ "Hello.", "Sorry", "Be honest." ] var current_line: int = 0 var is_animating: bool = false @export var typing_speed: float = 0.05 @onready var dialogue_label = $Panel/Label # Make sure the path to the Label is correct @onready var audio_player = $AudioStreamPlayer2D @onready var texture_rect = $Panel/TextureRect # If needed for background animation, for example var typing_timer: Timer = null var current_text: String = "" var char_index: int = 0 signal dialogue_finished # Function to show the dialogue func show_dialogue(): self.visible = true current_line = 0 display_current_line() # Function to display the current line of dialogue func display_current_line(): if current_line < dialogue_texts.size(): animate_text(dialogue_texts[current_line]) play_typing_sound() else: hide_dialogue() # Method to handle key press func _input(event): if event.is_action_pressed("ui_accept"): # Detects the pressing of the "Space" or Enter key if is_animating: skip_animation() # Skip the animation else: current_line += 1 if current_line < dialogue_texts.size(): display_current_line() else: emit_signal("dialogue_finished") hide_dialogue() # Hides the dialogue panel func hide_dialogue(): self.visible = false stop_typing_sound() # Animates the text by displaying one letter at a time func animate_text(full_text: String): if typing_timer: typing_timer.queue_free() is_animating = true current_text = full_text dialogue_label.text = "" # Clears the label text before starting char_index = 0 typing_timer = Timer.new() typing_timer.wait_time = typing_speed typing_timer.one_shot = false add_child(typing_timer) typing_timer.start() typing_timer.timeout.connect(Callable(self, "add_character")) # Adds one character to the animated text func add_character(): if char_index < current_text.length(): dialogue_label.text += current_text[char_index] char_index += 1 else: is_animating = false stop_timer() stop_typing_sound() # Skips the animation and displays the full text func skip_animation(): if typing_timer: stop_timer() is_animating = false dialogue_label.text = current_text stop_typing_sound() # Stops and removes the timer func stop_timer(): if typing_timer: typing_timer.stop() typing_timer.queue_free() typing_timer = null # Plays the typing sound func play_typing_sound(): var sound = load("res://sounds/scripttextsound.wav") if sound: audio_player.stream = sound audio_player.play() # Stops the typing sound func stop_typing_sound(): if audio_player.is_playing(): audio_player.stop() # When the scene is loaded func _ready(): # Checks if the Label is found correctly if dialogue_label == null: print("Error: The Label was not found!") else: print("Label found correctly!") but no matter what i still getting this error at this line; dialogue_label.text = “” Invalid assignment of property or key ‘text’ with value of type ‘String’ on a base object of type ‘null instance’.
forum.godotengine.org
March 1, 2025 at 6:42 PM