Copyright © 2025-2026 Candy ArtsUpgrades - Dialogues
Dialogues written for Candy Dialogue Engine 1.1.3 use a different format: in 1.2, Commands were renamed, merged and given new keys. The upgrade moves your Dialogue files into the new installation as they are, so 1.2 can't run them until they're converted.
The conversion is performed by the Wizard's Dialogue Converter. It rewrites each Dialogue file for 1.2, Command by Command, and saves a backup of the original.
Which Converter to Use
Both Converters will convert Dialogues the same way.
The only difference is that the Wizard can't convert Candy Dialogue Creator's saves and presets.
Converting
In the drop-down at the top of the Wizard's panel, choose the Dialogue Converter tool. It lists the Dialogues of your Dialogues folder that were written for 1.1.3. Click "Convert 1.1 Dialogues…".
1. Dialogues to convert
Every Dialogue file is listed with its format. Tick the ones to convert.
A file that can't be converted says why when you hover it. A file created with Candy Dialogue Creator 1.0 must first be converted to 1.1, with Candy Dialogue Creator 1.1's own converter.
2. Your 1.1 project
What a 1.1 Line meant depended on a few things that aren't written in the Dialogue file. The Wizard fills them in from the copy of your 1.1.3 installation that the upgrade preserved. Correct anything your 1.1 project did differently:
| Setting | Used for |
| 1.1 symbols | The symbols your Dialogues were written with, from 1.1.3's Candy_Properties.gd. The converter identifies the expressions, Roles, text variables and Word Substitutions in your Lines by these symbols. |
| Text to speech | Lines 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 node | Every 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 for each portrait to play as it did. |
| Dialogue UI | The Hide, V_Show and I_Show commands, which become UI_Z. 1.1 moved every UI Element the Engine had, while 1.2 names each one. Tick only the UI Elements your Engine has. |
| Background layers | Background commands with no Layers, which meant every layer in 1.1. 1.2 needs each layer named: list the layers of your background scenes, separated by commas. |
- Saves a backup of the original, in a Conversion Backups/1.1 to 1.2 folder beside the file, in a folder named after the date and time.
- Replaces the file with its converted version, which records the symbols it is written with.
RESET animation, when Stop_Frame is Clear. Converted Lines retain 1.1.3's behavior: the effect stops on its current frame. Change their Stop_Frame for the new behavior.
UI Clear
In 1.1.3, the UI_Clear command never cleared backgrounds and busts, whatever the Line said. Converted Lines retain that: their Backgrounds and Busts keys are set to 0. Set them to 1 on the Lines that should clear them.
Lines holding several Commands
A 1.1 Line could contain several Commands, run one after the other. Most become Lines of their own, and the line numbers used by Jump, Bridge and choices in that Block are updated. Commands that 1.2 merges into a single one (for example, several media players in one Media_Play) now start together.
Everything at once
In 1.1.3, leaving Layers, Actors or Effects empty meant "all of them". 1.2 needs each one named. The background layers are filled in from the list you entered; Actors and Effects must be added by hand.
Frames
In 1.1.3, a time written in frames (f=) was counted at 30 frames per second. 1.2 counts the media's own frames.
Variation names
Tags are now written with an equals sign instead of a colon: Default_S:F becomes Default_S=F. Other broken Variation names are repaired and listed. A file with names that can't be repaired is left as it is: correct them in the file, then convert it again.