
Candy Dialogue Creator
Candy Dialogue Creator is the application Dialogues are written with for Candy Dialogue Engine, the dialogue system for Godot.
No syntax is typed: Lines are added by clicking buttons, then their data fields are filled in. Candy Dialogue Creator exports a Dialogue file, which Candy Dialogue Engine reads in your game.
This documentation covers Candy Dialogue Creator 1.2, which writes Dialogues for Candy Dialogue Engine 1.2. What each Command does in your game is explained in the Candy Dialogue Engine documentation, readable in the same window (see Documentation Window).
Who It's For
Writers
Write Spoken Lines, branching, choices and cutscenes without code. Dropdowns list the Actors, portraits, voice files and scenes of your game, and messages beside the fields report an incorrect value.
Translators
Write each language beside the original text, with word and character counters that compare the two. Languages you don't work on can be hidden.
Game developers
Test a Dialogue in the Godot editor in one click, attach your own data to any Line for your own code, and add Commands, dropdowns and checks of your own without modifying the application.
What It Does
A Dialogue in one list
The Dialogue Navigator lists every Conversation, Block and Line. They are selected, moved, copied, duplicated and deleted with the mouse or the keyboard.
Every Command, ready to fill in
Each Command of Candy Dialogue Engine has a form of its own. Every field has a help tooltip, most have a dropdown, and a field that doesn't apply to the values entered is hidden.
Your project in the dropdowns
Pointed at your Godot project once, Candy Dialogue Creator reads your Actors, Roles, Flags and Dispositions from your scripts, and lists your portraits, voice files, media files and scenes. A media file plays beside the mouse pointer while it is hovered in a dropdown.
Variations and translations
A Spoken Line contains several versions of its text: one per language, versions for tags, random alternatives and text-to-speech versions. Dedicated widgets write them one at a time or several at once.
Presets
Any group of Lines can be saved as a Preset, then inserted in one click, with its data already filled in.
One-click testing
The Test button exports the Dialogue and runs it in the Godot editor, from the Line of your choice.
Safe work
Every edit can be undone and redone. Saves are manual or incremental, and auto saves and quick saves preserve copies as you work.
A layout of your own
Every part of the window is a Panel in an Area, which can be split, resized, moved, placed in tabs or opened in another window. The form of each Command is rearranged the same way, with tabs and filters. Layouts are saved and shared as files.
Themes
More than a hundred themes ship with the application, and every color, text size and spacing can be modified in the settings.
Customization without code
New Commands, dropdowns, field checks and themes are files, read when Candy Dialogue Creator starts.
Where to Start
- Installation: run Candy Dialogue Creator, and where it stores your files.
- Users and Profiles: create the profile you work in.
- Project Setup: connect the profile to your Godot project.
- Interface Overview: a tour of the window.
- Your First Dialogue: write, test and export a short Dialogue.
- Glossary: the terms this documentation uses.