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Converting 1.1 Files
Dialogues written with Candy Dialogue Creator 1.1, for Candy Dialogue Engine 1.1.3, use a different format: Commands were renamed, merged and given new keys in 1.2. The Dialogue Converter rewrites those files in the 1.2 format. It converts three kinds of files:
  • Exported Dialogue files.
  • Saves.
  • Preset files (user_presets.txt and profile_presets.txt).
Profiles don't require conversion: Candy Dialogue Creator 1.2 opens 1.1 profiles as they are. Choose Edit > Dialogue Converter.... This page covers the Dialogue files. The other parts of an upgrade (scripts, scenes, data, media) are covered in the Candy Dialogue Engine documentation, under Getting Started > Setup > Upgrades.
Dialogue Converter
1. Add the Files Press Add Files... and pick the files to convert. Each is listed with what Candy Dialogue Creator identified in it: its kind and its format. Files already in the 1.2 format are skipped. Remove removes the selected files from the list. Nothing is deleted. Files made with Candy Dialogue Creator 1.0 must first be converted to 1.1, with Candy Dialogue Creator 1.1's own converter. 2. Describe Your 1.1 Project Some facts about your 1.1 project decide how its files are converted, and the files don't record them. Enter them on the right, under Your 1.1 project. They are stored in the profile for the next time. 1.1 Symbols The symbols your Dialogues were written with, from your 1.1.3 project's Candy_Properties.gd. The converter reads them to locate the references, text variables and word substitutions in your Lines. They are the same as the 1.1 symbols of Settings > Project > Symbols. 1.2 Symbols What those become: the symbols of your 1.2 project. They are the same as the symbols of Settings > Project > Symbols. The variables dictionary, Role and separator symbols retain their 1.1 values. Every converted file records the symbols it is written with: if your 1.2 project uses other variables dictionary, Role or separator symbols, Candy Dialogue Creator asks to update the file when it reads it, and the Symbol Updater rewrites it with them (see Updating Symbols). 1.1 Engine Some 1.1 values had different effects depending on your Engine's settings and scenes. Each setting below only applies to the Lines it names: if your files have none, leave it as it is.
SettingApplies to
Text To SpeechLines with TTS on. In 1.1 they were read in your Engine's TTS mode. In 1.2 each Line names its own mode, so this one is written into them.
Portrait nodeEvery Spoken Line. In 1.1, a portrait played differently depending on the node that displayed it. 1.2 counts loops instead, so the converter needs the node to preserve each portrait's playback.
Dialogue UIThe Hide, V_Show and I_Show commands, which become UI_Z. Tick only the dialogue UI elements your Engine has.
Background layersBG commands with no Layers, which meant every layer in 1.1. 1.2 requires each layer to be named: list your background scene's layers, separated by commas.
Each setting has a note under it in the window, with more detail. 3. Convert Press Convert, and confirm. For each file, Candy Dialogue Creator:
  • Writes a backup of the original, in a Conversion Backups/1.1 to 1.2 folder beside the file, in a sub-folder named after the date and time.
  • Replaces the file with its converted version.
A file is only replaced once its backup is written. If the preset files of the open profile are converted, its Presets are loaded again. 4. Read the Report A report opens when the conversion is done. For each file it says whether it was converted, skipped or not converted and why, where its backup is, then what to know about its Lines:
MarkMeaning
CheckThe converted Line may not do what it did in Candy Dialogue Engine 1.1.3, or requires data the Dialogue doesn't contain. Review it.
NoteThe Line does what it did, written differently.
Each mark is followed by every Line it applies to. Copy copies the report as plain text. The same text is saved as Conversion Log.txt beside the backups. What to Check Afterwards The converter preserves what your Lines did in 1.1.3 wherever it can. A few cases require your attention: Symbols in spoken text Wherever a 1.1 text contains one of the 1.2 symbols as ordinary text (‡, ¬, ¤...), the converter doubles it, so it is still displayed as it was. A text that starts with ¢ is doubled too, since 1.2 reads such a text as an expression. Nothing to check: this explains the doubled symbols in converted Lines. Values the Lines display The converter can't reach the values your text variables display, such as Actor names or your game's variables. In 1.2, a pair of ‡ in such a value runs a Text Event, and ¬ isn't displayed: see Upgrades > Data in the Candy Dialogue Engine documentation. Lines that never showed in speech bubbles 1.2 has no "never bubbles" setting. Those Lines receive no Dialogue Mode of their own, so they use the Engine's, and may now be displayed in speech bubbles. The report lists them: set a mode such as Box on those that must stay out of bubbles. Effects that stop In 1.2, stopping an effect can play its RESET animation. Converted Lines retain 1.1.3's behavior: the effect stops on its current frame. For the new behavior, change their Stop Frame. Variation names Broken Variation names are repaired during the conversion and listed in the report. A file with names that can't be repaired is left as it is: correct them in the file, then convert it again.