Hello, this might be a very simple question but I'm very new to the dialogue system and am very confused about how I could import the conversation from Twine.
The Twine screenshot is a simple conversation I created for the player, A and B.
I linked each node by using [[link]] formatting in Twine and thought that the content within the node itself would be the dialogue text in Unity. For example, in Entry 01, the player said 'Hello to you too!' and linked to Entry 02. However, what showed up in Unity was a node with both the title and dialogue text written as 'Entry 01' (can be seen in UnitySS01.png and UnitySS02.png below). The player's dialogue content was completely omitted. As for Entry 02, it should have been the title for A's speech, but it showed up as a similar node as Entry 01. In this case though, A's dialogue content showed up in the next node. The same thing happened with the dialogue node for B.
Did I miss something when writing conversation in Twine? For context, I was using Harlowe 3.3.8 format to write and Twine 0.0.1 format to export. I was also saving it as a txt file before changing the extension to .json as I'm using a Mac.
Multiple NPCs conversation imported from Twine
Multiple NPCs conversation imported from Twine
- Attachments
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- UnitySS02.png (312.04 KiB) Viewed 108 times
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- UnitySS01.png (74.6 KiB) Viewed 108 times
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- TwineSS01.png (383.04 KiB) Viewed 108 times
Re: Multiple NPCs conversation imported from Twine
Hi,
Use parentheses, such as: [[(Entry 01)]] instead of [[Entry 01]]. This will use the node's text instead of the link name.
Use parentheses, such as: [[(Entry 01)]] instead of [[Entry 01]]. This will use the node's text instead of the link name.
Re: Multiple NPCs conversation imported from Twine
It works this time!!!
I think I tried the parentheses yesterday but it didn't work. Maybe I missed something when using it or I was trying multiple things at the same time yesterday. Good to know it works now!
Thanks!!!
Re: Multiple NPCs conversation imported from Twine
Glad to help!