@almax27 wrote:
I am currently working integrating Yarn into my C++ Cocos2d-x project:
https://github.com/InfiniteAmmoInc/YarnWith a custom parser, loosely based on YarnSpinner:
http://www.secretlab.com.au/blog/2016/2/10/yarn-spinnerFor now I'm keeping it simple and only supporting:
*Actors -Actor Name:
* Speech -Something to say
* Node progression -[[No|Node1]]
* Choice base node progression -[[Yes|Node2]]
* Events -<<name|param>>
* Variable injection -$(VAR_NAME)
Example
John: I had $(SandwichTotal) sandwiches, where are the other $(SandwichMissing)? [[I don't know|Lie]] [[I ate them|Truth]] <<PlaySound|Mystery>>
Does anyone have any experience with working with dialogue editors? I am curious to hear what limitations, pitfalls and general experience people have had. I was originally writing everything in raw json, but this soon got unwieldy for complex dialogue trees.
Also would anyone be interested in me cleaning up my implementation to make open source when it's done?
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