Visual Novel Machinery 1.8 Released
Changelog:
- Added Cg Play Animation Node
- Added Scene Background Play Animation Node
- Added Character Play Animation Node
- Added Dialog Window Play Animation Node
- Character Hide Node Button in the VNM Tab will now actually spawn a character hide node and not a character show node
- Beta: Integrated support for importing yarnspinner yarn files and generate dialog blueprints from them
- You need to download the yarn spinner console (ysc.exe) and set the path to it in the VNM Yarn Editor Setting found in Project Settings -> Plugins
- https://github.com/YarnSpinnerTool/YarnSpinner-Console/releases
- Create a blueprint from the class YarnFunctionBlueprintLibrary to create your own yarn functions
- These functions need to use an output parameter named "ReturnValue" and can only be of type boolean/string/float
- Input parameters can only be boolean/string/float
- Set the blueprint in VNM Yarn Settings to make sure it is found
- Create a blueprint from the class YarnCommandBlueprintLibrary to create your own yarn commands
- These functions or events should not have any return value
- Input parameters can only be boolean/string/float
- Set the blueprint in VNM Yarn Settings to make sure it is found
- It does not support the <<jump <node name>>> command, if the node is not inside the same yarn file
- Special commands for your yarnspinner scripts that spawn the equivalent VNM node when importing the yarn script:
- Dialog Nodes:
- <<dialog window <should hide (true/false)> <set to automatic (true/false)> [<transition event> <DontWaitForTransitionToFinish (true/false)> <CustomTransitionName>] >>
- <<dialog widget show <widget blueprint name (ex: W_TestWidget)> [<Wait for widget to close again (true/false)>] >>
- <<dialog widget hide <widget blueprint name (ex: W_TestWidget)> >>
- <<dialog memory get <dialog id> <memory id> <variable name to save the memory value to ($<variablename>) >>>
- <<dialog memory set <dialog id> <memory id> <variable name to save the memory value to ($<variablename>) >>>
- Character Nodes:
- <<character show <character id> <emotion id> [<character positioning> <transition event> <DontWaitForTransitionToFinish (true/false)> <CustomTransitionName>] >>
- <<character hide <character id> [<transition event> <DontWaitForTransitionToFinish (true/false)> <CustomTransitionName>] >>
- <<character move <character id> <character positioning> [<MoveWithAnimation (true/false)] >>
- <<character rename <character id> <new character name> >>>
- <<character rename interactive <character id> >>>
- <<character layer add <character id> <layer id> <image id> >>>
- <<character layer remove <character id> <layer id> >>>
- <<character memory get <character id> <memory id> <variable name to save the memory value to ($<variablename>) >>>
- <<character memory set <character id> <memory id> <variable name to save the memory value to ($<variablename>) >>>
- Character 3D Nodes:
- <<character3D show <character id> <emotion id> <dialog scene id> <spawn location> >>
- <<character3D hide <character id> >>
- CG Nodes:
- <<cg show <cg id> [<transition event> <DontWaitForTransitionToFinish (true/false)> <CustomTransitionName>] >>
- <<cg hide [<transition event> <DontWaitForTransitionToFinish (true/false)> <CustomTransitionName>] >>
- <<cg layer add <cg id> <layer id> <image id> >>>
- <<cg layer remove <cg id> <layer id> >>>
- Scene Background Nodes:
- <<scenebackground show <scenebackground id> [<transition event> <DontWaitForTransitionToFinish (true/false)> <CustomTransitionName>] >>
- <<scenebackground hide [<transition event> <DontWaitForTransitionToFinish (true/false)> <CustomTransitionName>] >>
- <<scenebackground layer add <scenebackground id> <layer id> <image id> >>>
- <<scenebackground layer remove <scenebackground id> <layer id> >>>
- Dialog Scene Nodes:
- <<dialogscene show <dialog scene id> <camera name> >>
- <<dialogscene hide >>
- <<dialogscene camera <dialog scene id> <camera name> [<DontWaitForTransitionToFinish (true/false)>] >>
- Audio Nodes:
- <<audio play bgm <background music id> [<volume> <pitch> <start time> <WaitForAudioToFinish (true/false)> <IsLooping (true/false)>] >>
- <<audio play sfx <sfx id> [<volume> <pitch> <start time> <WaitForAudioToFinish (true/false)>] >>
- <<audio play charactervo <character id> <voice over id> [<volume> <pitch> <start time> <WaitForAudioToFinish (true/false)>] >>
- <<audio play dialogvo <dialog id> <voice over id> [<volume> <pitch> <start time> <WaitForAudioToFinish (true/false)>] >>
- <<audio stop bgm >>
- <<audio stop sfx >>
- <<audio stop vo >>
Files
Get Visual Novel Machinery
Visual Novel Machinery
Visual Novel Machinery is a plugin for Unreal Engine, which you can use to create your visual novels at ease.
Status | In development |
Category | Tool |
Author | Al_Fe |
Genre | Visual Novel |
Tags | dialog-system, Narrative, node-based, storytelling, Unreal Engine, unreal-engine-4, unreal-engine-5, yarnspinner |
More posts
- Visual Novel Machinery 1.9.4 ReleasedJul 29, 2024
- Visual Novel Machinery 1.9.2 ReleasedJun 18, 2024
- Visual Novel Machinery 1.9.1 ReleasedJun 17, 2024
- Visual Novel Machinery 1.9 ReleasedMay 12, 2024
- Visual Novel Machinery 1.8.1 ReleasedNov 18, 2023
- Visual Novel Machinery 1.7.1 ReleasedSep 17, 2023
- Visual Novel Machinery 1.7 ReleasedSep 11, 2023
- Visual Novel Machinery 1.6.1 ReleasedSep 09, 2023
- Visual Novel Machinery 1.6 ReleasedJul 23, 2023
Leave a comment
Log in with itch.io to leave a comment.