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Visual Novel Toolkit

Discussion in 'Assets and Asset Store' started by sol-tribe, Dec 13, 2013.

  1. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Visual Novel Toolkit is available on the Asset Store for $30.

    $VisualNovelToolkit.png
    WebPlayer Demo

    Support site

    Sample Scripts

    Visual Novel Toolkit is an Authoring Tool for Text Adventure Games.
    You can make an adventure game also game tutorial, using this Toolkit.

    Video Demo

    Quick Start Videos
    NEW ! Video Unity Visual Novel Toolkit Quick start ADV


    NEW ! Video Unity Visual Novel Toolkit Quick Start Conversation

    Features
    ● Create a Visual Novel with NO Programming !
    ● Make a scenario structure intuitively in Hierarchy
    ● Easy to create a object and Animate them
    ● Powerful dialog engine system
    ● Edit text WYSIWYG in GameView
    ● Transition effect ! (TileFade and Blind Effects)
    ● Simple tweening UI system ( NGUI not required )
    ● Easily create your actors and scenes
    ● Saving and loading of a game state
    ● Auto Mode , Skip Mode and BackLog
    ● Fade in and fade out sound

    ● NEW! (Paid Version) Sample Text Adventure Game
    ● NEW! (Paid Version) Playmaker integration
    ● NEW! (Paid Version) SoundEditor


    ● (Paid Version) Scenario Scripting such as Kirikiri is surpported.
    ● (Paid Version) More and more dialog actions
    ● (Paid Version) NGUI integration with visual novel demo. (including sample character atlas texture created by NGUI Atlasmaker )
    ● (Paid Version) Export as a Scenario Script File editing in Unity


    $ViNo_is_AurthoringTool.png

    Tutorial Videos
    Tutorial01. Create a Conversation Scene
    Tutorial02. How to Create Actors

    Free version is available from our support site.

    For more information , please visit the website.

    If you have any feedback or questions , just let us know and we will try to answer them as soon as possible.
    Thank you for viewing.
     
    Last edited: Mar 6, 2014
  2. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Visual Novel Toolkit is updated to Ver.1006


    NEW ! Getting User Input

    $GetUserInput Game.jpg

    NEW ! Event Triggering System in 3D Game

    $Example EventTrigger.jpg
    $EventB.jpg

    And Visual Novel Toolkit Will Support Playmaker Integration !
    $Playmaker.png
     
    Last edited: Dec 19, 2013
  3. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Version : 1.1.1
    - NEW! : Added [addstate] tag. Define an actor state from scenario script file.
    - NEW! : Added Tutorial on How to create choices
    - FIXED : Import error of NGUI Support Packages.
    - CHANGED : [enteractor] tag. position attribute is center in default.

    Version : 1.1.0
    - NEW! : Added Complete Sample Game (Japanese Scenario "Kamoi")
    - NEW! : Playmaker Integration( Playmaker Version 1.6.0.f5)
     ・Scenario Flow Chart Demo
     ・Demo of moving the FPS Controlled Character and display the message in the particular point.
    - Added ViNo Playmaker Actions.
     ・Play Scenario In Resources : Play a Scenario in Resources folder.
     ・Play Scenario From Script : Play a Scenario from a scenario script(.txt).
     ・Play Node In Hierarchy : Play a ViNode in hierarchy.
    - NEW! : Added SoundEditor Window
    It is possible to add Effects to AudioClips even in Unity Free version.
    - NEW! : Added NGUI 3.X Support Package.
    - NEW! : Added ADV Create Wizard.
    - NEW! : Added Title Menu Panel and the controller (TitleCtrl).
    Also Added Title to Example Visual Novel.
    - NEW! : Added Video "Tutorial01 Create a Conversation Scene" demo.
    - NEW! : Added Tween Animations in UI SimpleButton while focusing.
    - NEW! : Added Material Utility Window to customize your material of System UI.
    ( Request function from User)
    - NEW! : Dialog PartNode is now compatible with SendMessage.
    Events category is added in DialogItemInspector window.
    - FIX :popup has been fixed, which did not shown up in editor when the New Actor scene has added in Library.
    - FIX : Error log has been fixed while using with NGUI.
    Error log "Mobile/Particles/Alpha Blended doesn't have a clipped shader version for None"

    Version : 1.006
    - NEW : An event occurs when the player is entering in a trigger volume in 3D scene.
    ( Example EventTrigger )

    Version : 1.005
    - NEW : Added possibility to add Userinput.
    - NEW : Added string field in FlagTable.
    - NEW : Added Popup in Name entry space for a charactor.
    - NEW : Displaying scene and actors in the GameView when editing in a dialog item.
    - NEW : Added Dialog Seek Bar in the DialogItemInspector Window.
    - NEW : Added demos.
    - Get user input demo. (Example GetUserInput)
    - Branch by flag demo. (Example Branch)
    - Load level after Visual Novel Part demo. (Example VN and LoadLevel)
    - NEW : Added Condition and LoadLevel icons in the Toolbar.
    - NEW : Added centering field in ViNoGrid component.
    - FIX : Fixed error of Scenario Script file output.
    - FIX : Fixed the conversation scene template.

    Version : 1.004a

    - NEW : It is now responded to Scenario Scripting like Kirikiri.
    - NEW : Add a Panel of Saving and Loading of a Game State
    - NEW : It is now responded to Keyboard from standalone or Webplayer platform
    for viewing text message, backlog and menu.

    - NEW : Add Actions in DialogPartNode.
    Move actors , Change the Actor state actions.
    - FIX : Save Load Bug fixed in WebPlayer platform.

    Version : 1.003

    -NEW : Refined Documents and Demos.
    -NEW : Add Example Visual Novel DEMO with NGUI version Demo.
    ( NGUI 2.6.3 currently not compatibility with NGUI 3.0 ).
    -NEW : Add DialogItemInspector window.
    -NEW : Added some Nodes.

    Version : 1.002
    -NEW : Easy UI System ( SimpleButton , TextButton , ViNoGrid ,... ).
    Example UI Scenes are also added.
    -NEW : Text Display Effects( TextMesh Fade in and Fade out ).
    You can apply this in ViNoTextBox inspector.
    -NEW : Text Mesh Effects( OUTLINE or SHADOW ).
    You can change this in ViNoTextMeshEventListener inspector.
    -NEW : DialogPartNode TextImport tab.

    Version : 1.001
    Released Initial Version.
     
    Last edited: Feb 9, 2014
  4. closcan

    closcan

    Joined:
    Aug 2, 2013
    Posts:
    1
    This asset is a dream come true! excellent work ^^!
     
  5. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Thank you for your comment.

    Playmaker Integration is now updated.

    Playmaker Support Package is included.

    If you have any further questions , please feel free to contact us.

    Thank you.
     
  6. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
  7. johanesnw

    johanesnw

    Joined:
    Dec 11, 2013
    Posts:
    54
    this asset looks really great. maybe I'll buy it after my current project finished :D

    one Q. is this suitable/optimized for mobiles? especially androids. thanks.
     
  8. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Thank you for watching our page.
    ViNo works on mobiles and is optimized for both ios and androids. Thanks );
     
  9. sawwei005

    sawwei005

    Joined:
    Feb 15, 2014
    Posts:
    2
    Can it support unity movie texture?
    I just want to added an opening movie anime(mp4 file) and event movie anime(mp4 file) in the game.
    I hope it can control unity movie texture to play start , finish and loop in the dialogue system.
    THX:p
     
  10. MoonStar20

    MoonStar20

    Joined:
    Feb 23, 2014
    Posts:
    14
    Could you maybe make a more complete steep by step guide/tutorial? im having some problems and cant seem to work it out from just this small documentation you provide
     
  11. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Even now, it can call the function script from each Messages, so it should be possible to control the movie.

    Thank you for your feedback. We will do our best to make the manual easier to understand.
     
  12. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Example Visual Novel AngryBots Opening
    $AngryBots.jpg

    $EventTriggerNode_AutoModeOn.jpg

    Auto mode could be turned on.
    It just needs to add the EventTriggerNode component from menu Component/ViNo/Nodes/System/EventTriggerNode


    $Example VN AngryBots Hierarchy.jpg

    The Story Part will begin automatically.
     
  13. AdamBahr

    AdamBahr

    Joined:
    Mar 22, 2014
    Posts:
    1
    When using the example/demo scenes provided and running on mobile how do I make it scale for all resolutions? So the text and graphics aren't cut off?
     
  14. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Demo scene is fixed at 16:9 aspect ratio.
    When you add below code to the "TouchScreen.cs",
    it will automatically adjust the scale for each different terminal resolution.

    Code (csharp):
    1.  
    2. public class TouchScreen : MonoBehaviour {
    3.     #region ScaleForAllResolution
    4.  
    5.     public bool autoScaleResolution = true;
    6.     public int fixWidth = 854;
    7.     public int fixHeight = 480;
    8.     public bool portrait = false;
    9.  
    10.     public static float resolutionScale = -1.0f;
    11.  
    12.     #endregion
    13.  
    14.     void Awake() {
    15.         if( autoScaleResolution ){
    16.             int fw = portrait ? fixedHeight : fixedWidth;
    17.             int fh = portrait ? fixedWidth : fixedHeight;
    18.            
    19.             // camera
    20.             Rect rect = CalcAspect(fw, fh, out resolutionScale);
    21.             camera.rect = rect;
    22.         }      
    23.     }
    24.  
    25.     Rect CalcAspect(float width, float height, out float resolutionScale) {
    26.         float targetAspect = width / height;
    27.         float windowAspect = (float)Screen.width / (float)Screen.height;
    28.         float scale = windowAspect / targetAspect;
    29.        
    30.         Rect rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
    31.         if( 1.0f > scale ){
    32.             rect.x = 0;
    33.             rect.width = 1.0f;
    34.             rect.y = (1.0f - scale) / 2.0f;
    35.             rect.height = scale;
    36.             resolutionScale = (float)Screen.width / width;
    37.         }
    38.         else {
    39.             scale = 1.0f / scale;
    40.             rect.x = (1.0f - scale) / 2.0f;
    41.             rect.width = scale;
    42.             rect.y = 0.0f;
    43.             rect.height = 1.0f;
    44.             resolutionScale = (float)Screen.height / height;
    45.         }      
    46.         return rect;
    47.     }
    48.  
    To fill the blank space in the screen, add another camera.
    Change the Clear Flags property to Solid Color, and make the color black.
    Change the depth property to -1.

    We will insert this function for future update.
     
  15. MoonStar20

    MoonStar20

    Joined:
    Feb 23, 2014
    Posts:
    14
    hi i want to add a button here $t9o3BWf.png

    but i cant find where is that menu script to add the button to it

    its in the conversation scene template

    any suggestions?
     
    Last edited: Mar 29, 2014
  16. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    ViNo has Event Driven UI System.

    "EventManager" object in conversation scene template is attached menu scripts.

    For example , "SystemUIEvent" component handles the click events of System UI.

    There is a "Menu" object in Conversation scene template.
    You can add a button object in this menu.

    For example , add a button with following steps.

    1. Select a Button object under "WidgetsGrid" object.
    2. duplicate a Button object with mouse right-click menu
    3. Change the Text property of TextMesh.

    or you can create a button from Unity GameObject menu ViNo/Object/SimpleButton

    4. Select the SimpleButton inspector

    If you click the "Set Default Event Receiver" Button in SimpleButton inspector,
    the event receiver will be set to "EventManager" and the click event will be sent to "EventManager".

    If you have any further questions , please feel free to contact us.
    Thank you.
     
  17. Regallo

    Regallo

    Joined:
    Sep 22, 2013
    Posts:
    3
    Getting this error when importing and trying to run the tutorials on visual novel tool kit. I've uninstalled and reinstalled and re downloaded both unity and Visual Novel Toolkit multiple times.

    Internal compiler error. See the console log for more information. output was:Assets/VisualNovelToolkit/Scripts/ViNo/Event/SceneEvent.cs(551,65): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'
    Assets/VisualNovelToolkit/Scripts/ViNo/Event/SceneEvent.cs(559,69): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'
    Assets/VisualNovelToolkit/Scripts/ViNo/Nodes/Basic/BaseNode.cs(103,42): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'
    Assets/VisualNovelToolkit/Scripts/ViNo/Nodes/Basic/ViNode.cs(136,49): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'
    Assets/VisualNovelToolkit/Scripts/ViNo/SaveLoad/SceneCreator.cs(95,68): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'
    Assets/VisualNovelToolkit/Scripts/ViNo/SaveLoad/ViNoSceneSaveUtil.cs(48,56): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'
    Assets/VisualNovelToolkit/Scripts/ViNo/SaveLoad/ViNoSceneSaveUtil.cs(67,56): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'
    Assets/VisualNovelToolkit/Scripts/ViNo/Util/ViNoGOExtensions.cs(43,54): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'
    Assets/VisualNovelToolkit/Scripts/ViNo/Util/ViNoGOExtensions.cs(67,56): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'
    Assets/VisualNovelToolkit/Scripts/ViNo/Util/ViNoGOExtensions.cs(72,60): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'
    Assets/VisualNovelToolkit/Scripts/ViNo/Util/ViNoToolUtil.cs(16,47): warning CS0618: `UnityEngine.Transform.GetChildCount()' is obsolete: `use Transform.childCount instead.'

    Unhandled Exception: System.UnauthorizedAccessException: Access to the path "C:\Users\Kay\Documents\New Unity Project 1\Temp\Assembly-CSharp.dll.mdb" is denied.

    at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0

    at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean isAsync, Boolean anonymous) [0x00000] in <filename unknown>:0

    at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access) [0x00000] in <filename unknown>:0

    at Mono.CompilerServices.SymbolWriter.MonoSymbolWriter.WriteSymbolFile (Guid guid) [0x00000] in <filename unknown>:0

    at Mono.CSharp.SymbolWriter+SymbolWriterImpl.WriteSymbolFile () [0x00000] in <filename unknown>:0

    at Mono.CSharp.SymbolWriter.WriteSymbolFile () [0x00000] in <filename unknown>:0

    at Mono.CSharp.CodeGen.Save (System.String name, Boolean saveDebugInfo, Mono.CSharp.Report Report) [0x00000] in <filename unknown>:0

    at Mono.CSharp.Driver.Compile () [0x00000] in <filename unknown>:0

    at Mono.CSharp.Driver.Main (System.String[] args) [0x00000] in <filename unknown>:0
     
  18. shubhank008

    shubhank008

    Joined:
    Apr 3, 2014
    Posts:
    60
    I am interested in your script but I am developing a VN for iOS and android devices, can I access their mobile APIs in your plugin ?
    Or rather, can I still use custom programming and code to modify the behavior of some scenes as per my needs ?

    The story will be divided in arcs (4) and each arc will have chapters. Each arc/chapter will have around 300 pages~ average.
    The layering of the scene is like this :
    -Background Image

    -Character sprite image (left or right or both if 2 chars)

    -Dialogue background image (just a placeholder to show convestation beween characters)

    -Dialouges (actual conversations shown above the Dail.BG)

    All these things will always be present per story page, and aside these sometimes 2-3 buttons will show to ask for user choice which will change how the story unfolds.
    A small minigame might also be present using the gestures of touch devices but yeah that will reside in its own scene for the sake of it.
     
  19. unigamestudio

    unigamestudio

    Joined:
    Mar 26, 2014
    Posts:
    1
    can i parse custom node?
     
  20. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    In this case, virus software might blocking the access.
    There is similar case below. Deactivate the anti virus software might help.
    http://answers.unity3d.com/questions/628015/access-to-the-path-tempassembly-csharp-firstpassdl.html
     
  21. Regallo

    Regallo

    Joined:
    Sep 22, 2013
    Posts:
    3
    Sweet that worked!

    Are there any more advanced tutorials like for, working with flags, or jumping from scene to scene?
     
    Last edited: Apr 4, 2014
  22. MoonStar20

    MoonStar20

    Joined:
    Feb 23, 2014
    Posts:
    14
    not yet iv asked for a A to Z tutorial also but so far only small ones good ones but small

    I will ask again if you can make a steep by steep A to Z tutorial what i mean by steep by steep A to Z is start a new project and build a fully working visual novel with a demo story stuff from how you make the first tittle screen where you click play settings etc to where you make the player chose between 2 or more choices or input the right answer based on what question was asked about past events like "do you remember when our first kiss was?" ..... user input here... and what happens after the input gets processed based on if the answer was right or wrong and also to eventually have to make the multi-endings each ending based on what choices the player made during the game credits rolling and returning to the tittle screen. This is what i mean by fully steep by steep A to Z tutorial
    Also i realize this is no easy manner and will take some time to make it.
     
  23. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Yes, you can use your code to modify the behaviour of the scene.
    Our asset does not have native plugin for mobile.
     
  24. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Yes , it is possible.
    You can use custom tag like this.

    Code (csharp):
    1. [triggerevent eventType=log str=XXXX]
    triggerevent means SendMessage and eventType means a method.

    1. Create a New C# Script. ( In this , CustomTagHandler )
    Code (csharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class CustomTagHandler : MonoBehaviour {
    5.  
    6.     void log( Hashtable param ){
    7.         if( param.ContainsKey( "str" ) ){
    8.             string str = param["str"] as string;
    9.             Debug.Log ( str );
    10.         }
    11.        
    12.     }
    13. }
    2. Attach the C# Script to "EventManager" object.

    $AddComponentToEM.jpg

    3. Type the original tag to a Scenario Script.
    Code (csharp):
    1. *start
    2. [current layer=TextBox]
    3. Hello , World ![l]
    4.  
    5. [triggerevent eventType=log str=XXXXX]
    $LogStr.jpg
     
  25. bikada

    bikada

    Joined:
    Jan 13, 2014
    Posts:
    4
    Hello there,

    Im a taiwanese user and love this tool so much.
    but here is some problem blow.

    1. Under the conversation scene, I try to add a quit button in WidgetsGrid, i duplicate a button and send message “OnClickApplicationQuit” but it doesn’t work tho.
    $???? 2014-04-10 11.05.44 AM.jpg

    2. when i change scene, i can not load my memory correctly.

    thanks and keep working the great jobs!
     

    Attached Files:

    Last edited: Apr 10, 2014
  26. Regallo

    Regallo

    Joined:
    Sep 22, 2013
    Posts:
    3
    Does any one have an example full game done that I can check out the code for?
     
  27. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18

    "1. Under the conversation scene, I try to add a quit button in WidgetsGrid,
    i duplicate a button and send message “OnClickApplicationQuit” but it doesn’t work tho."

    If you are not playing with Unity Editor, application will finish normally.

    "2. when i change scene, i can not load my memory correctly. "

    We are working on this problem. It will be fixed in the future.
     
  28. Zen-Davis

    Zen-Davis

    Joined:
    Aug 14, 2009
    Posts:
    285
    Any further updates on tutorials? Your software is useless to us without them.
     
  29. bikada

    bikada

    Joined:
    Jan 13, 2014
    Posts:
    4
    hi there,

    here comes a new issue about the actor's state.
    when i running the game, t he "Scl Z" will change to "1" automatically.
    and can not be displayed in correct scale. :confused:

    please refer to the attachment and check the state "funempty" and "hate"
    the funempty one is working perfect, but hate one.
    they was both setting in totally same data (except jpg name) :mad:
    but when the game running to "hate state" part then it broken...

    hope you can understand what i mean and any comment will be appreciate!!

    thanks :mrgreen:

    Bikada Kuo
     

    Attached Files:

  30. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    We are now working on making the tutorial/guide much easier.
    Please wait for a while.
    Thank you.
     
  31. sol-tribe

    sol-tribe

    Joined:
    Nov 29, 2013
    Posts:
    18
    Sorry for the inconvinience.
    We will answer to your questions.

    "when i running the game, t he "Scl Z" will change to "1" automatically.
    and can not be displayed in correct scale."


    Currently , the "Scl Z" property will be set to "1" automatically .
    We will fix this issue for future update.

    "they was both setting in totally same data (except jpg name)
    but when the game running to "hate state" part then it broken..."


    In "funempty" state , the "Name" and the "Parentname" properties are both empty.
    please set the "Parentname" and "Name" property in all of your actor's state as described below.
    Name : sen2_0
    Parentname : sen2

    Please check the "Parentname" property is set to your actor name.

    Thank you.
     
    Last edited: May 18, 2014
  32. bikada

    bikada

    Joined:
    Jan 13, 2014
    Posts:
    4
    thanks for replying me
    and one more additional question.
    how can i change the someone's text color in textbox under ScenarioScript.txt file?
    any build in script?
    thanks
     
  33. Gaow

    Gaow

    Joined:
    Jan 8, 2014
    Posts:
    1
    Hello.I’m so sorry to take your some time.
    I have always been using VN tool ,but I have some troubles with it.well,here it is:
    I added some custom tags,but when I save / load these cusom tags,they can not be saved at the same time.I was thinking is there any way to solve this problem?
    For example:If I load a model like [triggerevent eventType=LoadModel str=XXXXX],it can not be load even they were saved before.
    I can’t wait for more upgrades an new functions!
    This tool is very useful for me!
    Thank you.
     
  34. Keitaro3660

    Keitaro3660

    Joined:
    May 20, 2014
    Posts:
    85
    cool stuff!
    this is definitely what i was looking for, since unity can export to android device.
    so does it still need many tweak for android porting?


    thanks for answer, really wait for another tutorial too :D
     
    Last edited: May 21, 2014
  35. excalibour00

    excalibour00

    Joined:
    Oct 14, 2013
    Posts:
    1
    Hi everyone,

    I've recently purchased the Visual Novel Toolkit and have some questions about it.

    1) Where can I change the font of the text?
    2) How can I add audio to each individual scene?
    3) Can I have branching with more than three options?

    Thank you
     
  36. Stranger-Games

    Stranger-Games

    Joined:
    May 10, 2014
    Posts:
    303
    Hi,

    Thank you for this great toolkit. It looks pretty useful. However, I was playing with it a little and I did not find a way to wait for 'Enter Actor' fade animation to finish before the next Dialog action.
    I mean I want the actor on the right side appear, then after it fully appears, I want the actor on the left side to appear.
    Is that possible?
    Also if I make 'Enter Scene' and I want it to fully appear before the next 'Enter Actor', how can I achieve it?

    Thank you for advance.
     
  37. MoonStar20

    MoonStar20

    Joined:
    Feb 23, 2014
    Posts:
    14
    when is this tutorial/guide coming out its been a month since he asked 4 months since i first asked and 2 months since i asked 2nd time? so not that i want to stress you but when do you plan on releasing it? could very well be a video with you making a visual novel from 0 showing how and where everything goes in to place while explain it doesnt have to be a full detailed text/pdf
     
  38. MoonStar20

    MoonStar20

    Joined:
    Feb 23, 2014
    Posts:
    14
    is this asset supported anymore?

    the save/quick save load/quick load in adv doesnt work it gives errors saying it looks for _0 Scene thats only in conversation scene not in adv so what or how can i fix this cuz in adv i cant load saved games but in conversation scene it works perfectly
     
  39. Stranger-Games

    Stranger-Games

    Joined:
    May 10, 2014
    Posts:
    303
    I also had this problem and I had to use the Asset's demo as template and modify it.
     
  40. MoonStar20

    MoonStar20

    Joined:
    Feb 23, 2014
    Posts:
    14
    not sure what you mean but if you mean if you placed a conversation scene over it or tried to make like that i already tried it and didnt worked
    can you tell me in a bit more detail how you fixed/modified it pls?
     
  41. Stranger-Games

    Stranger-Games

    Joined:
    May 10, 2014
    Posts:
    303
    Under VisualNovelToolkit/Packages/ViNo Additional Packages folder you will find ADV.unitypackage.
    Double click ADV.unitypackage and import it to the project.
    Now you will have VisualNovelToolkit/Demos/ADV (Japanese ) folder where you will find a scene with a sample working adv japanese game with save/load working. Now you can modify that scene and do your game. Start by modifying ScenarioScripts/0_Prologue scenario. ;)
     
  42. kilik128

    kilik128

    Joined:
    Jul 15, 2013
    Posts:
    875
    i try manage creation by script
    i got


    public DialogPartNode di;
    // Use this for initialization
    void Awake () {
    di.dlgDataList.Clear ();
    di.dlgDataList.Add ( new ViNoToolkit.DialogPartData() );
    di.dlgDataList [0].actionID = ViNoToolkit.DialogPartNodeActionType.EnterScene;
    di.dlgDataList [0].show = true;
    di.dlgDataList [0].textBoxID = 0;
    di.dlgDataList [0].nameText = "ok";
    di.dlgDataList [0].dialogText = "ok";
    di.dlgDataList [0].scene.sceneName =( "Scene1");
    di.dlgDataList [0].scene.clearSceneAndLoad = true;

    di.dlgDataList [0].scene.withFade = true;




    result

    NullReferenceException: Object reference not set to an instance of an object
    dial.Awake () (at Assets/dial.cs:23)

    she don't take the "Scene1" string argument

    i miss somethink's ?
    http://puu.sh/an5rs/037a6103ff.png
     
  43. BeehiveGames-Coxlin

    BeehiveGames-Coxlin

    Joined:
    Aug 6, 2012
    Posts:
    2
    Avoid this like the plague, it isn't particularly hard to write a visual novel toolkit and they have written this one badly
     
  44. kilik128

    kilik128

    Joined:
    Jul 15, 2013
    Posts:
    875
    you have try another one ? maybie you can share comparaison
     
  45. kokpin100

    kokpin100

    Joined:
    Jan 28, 2014
    Posts:
    1
    In order to deploy in mobile device, I had tried to adjust my resolution by adding the code as above. But i don't want to fill the remaining screen with black screen. Is it possible to replace the black screen with adjusting the height of game scene? What line in the script should i edit to make it?
     

    Attached Files:

  46. YameteKing

    YameteKing

    Joined:
    Sep 29, 2014
    Posts:
    1
    optiontitle.jpg
    Hello. I want to control Option Title by Tag of scenario script file.
    How can modify the Option Title?
    Thank you for this nice asset.
     
  47. NightStorm_100

    NightStorm_100

    Joined:
    Aug 28, 2013
    Posts:
    23
    I buyed this Asset today and Imported it into a new Project but there are Lots of Warnings.
     
  48. Styval

    Styval

    Joined:
    Feb 4, 2014
    Posts:
    6
    Hi everyone,

    I'm french so excuse me in advance for my bad english ;)

    I'm just buy Visual Novel ToolKit and I need to modify it for my project.

    I'm sure you have heard this many times but I hope you will still take some your times to help me.

    What I need it's for the example EventTrigger :




    I don't want the player character.

    I just want to replace it by a simple mouse click on the objects (Event A, B or C) to set dialogs.

    As a Myst like game for example.

    I don't know C# very well so I expect you can tell me how to do that.

    I think it's those scripts to modify :

    TriggerVolume.cs
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. namespace ViNoToolkit{
    5.  
    6.     /// <summary>
    7.     /// Trigger volume event data.
    8.     /// </summary>
    9.     public class TriggerVolumeEventData : ViNoEventData{
    10.         public Collider collider;
    11.     }
    12.  
    13.     /// <summary>
    14.     /// Trigger volume. please attach this script to a player.
    15.     /// </summary>
    16.     public class TriggerVolume : MonoBehaviour {
    17.  
    18.         private TriggerVolumeEventData m_EvtData = new TriggerVolumeEventData();    // Cached Event Data.
    19.  
    20.         void OnTriggerEnter(Collider other){
    21.         // Debug.Log ( "EvtType:" + m_EvtData.eventType );
    22.  
    23.             m_EvtData.eventType = "OnTriggerEvent";
    24.             m_EvtData.collider = other;
    25.  
    26.             // EventManager will send message to event receiver.
    27.             ViNoEventManager.Instance.TriggerEvent ( m_EvtData.eventType , m_EvtData );
    28.         }
    29.  
    30.     }
    31.  
    32. }
    and

    TriggerVolumeEventReceiver.cs
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. namespace ViNoToolkit{
    5.  
    6. /// <summary>
    7. /// Sample TriggerVolume event receiver.
    8. /// </summary>
    9.     public class TriggerVolumeEventReceiver : MonoBehaviour {
    10.     [System.Serializable]
    11.     public class TriggerVolEventEntry{
    12.         public ViNode node;
    13.         public GameObject triggerVolume;
    14.     }
    15.  
    16.     public ScenarioNode scenario;
    17.     public TriggerVolEventEntry[] events;
    18.  
    19.     private bool m_LockTrigger;
    20.    
    21.     void OnTriggerEvent( ViNoEventData data ){
    22.         TriggerVolumeEventData tdata = data as TriggerVolumeEventData;
    23.         if (tdata == null) {
    24.             return;
    25.         }
    26.  
    27.         // If event is already triggered, return.
    28.         if( ! m_LockTrigger ){
    29.             m_LockTrigger = true;
    30.         }
    31.         else{
    32.             return;
    33.         }
    34.  
    35.         Collider col = tdata.collider;
    36.  
    37.         Debug.Log( "OnTriggerEvent" );
    38.  
    39.         foreach( TriggerVolEventEntry ent in events ){
    40.             if( col.gameObject.name.Equals( ent.triggerVolume.name ) ){
    41.                 Debug.Log ( "Play from : " + ent.node.GetNodeLabel() );
    42.                 scenario.PlayFrom( ent.node.GetNodeLabel() );
    43.                 break;
    44.             }
    45.         }
    46.     }
    47.  
    48.     /// <summary>
    49.     /// Raises the finish event event.
    50.     /// </summary>
    51.     void OnFinishEvent(){
    52.         Debug.Log( "OnFinishEvent" );
    53.         m_LockTrigger = false;
    54.     }
    55.    
    56.     void Start () {
    57.         scenario.CompileAndSetCode();
    58.     }
    59.  
    60. }
    61.  
    62. }
    I will be very gratefull if you can help me.

    Best regards!
     
  49. Styval

    Styval

    Joined:
    Feb 4, 2014
    Posts:
    6
    Nevermind, Visual Novel Toolkit Support reply me and help me.

    It was more complicated than I thought.

    Thanks again by the way.

    Take care...
     
  50. Texter

    Texter

    Joined:
    Jan 16, 2015
    Posts:
    1
    Is it possible to use animated images as actors or scenes in this toolkit, like gifs? And If it's possible then how can I use or apply it?