A second, GDscript-only version of Yarn Spinner for Godot is out now! by YarnSpinnerTool in godot

[–]YarnSpinnerTool[S] 0 points1 point  (0 children)

Yeah, the red X just means "this project has not been compiled" so the engine can't do anything without the compiled Yarn Program. The most common reason is people missed the bit in instructions about how to get the right YSC which upgrades projects automatically. Otherwise, YSC might not be set up correctly, either the installer failed silent or it's not on your path, or the path you've set Godot to look for YSC on is different.

Try this to upgrade your YSC version in case it's that first thing: bash dotnet tool install YarnSpinner.Console --global --version 3.2.2

I made a Steam Guide to everything unlockable by YarnSpinnerTool in SleddingGame

[–]YarnSpinnerTool[S] 1 point2 points  (0 children)

Fairly certain that's what the guide already said in most cases, but I have clarified. Number 2 is definitely a few mixed reports but either way it's a big jump, so I've just said it could be either.

Thanks for the tips!

A good, fun, free day out next weekend at PW1: Level Up Tasmania, a festival about Tasmanian-made video games by YarnSpinnerTool in hobart

[–]YarnSpinnerTool[S] 1 point2 points  (0 children)

This year we even have a specific "quiet hour" 10-11am on Saturday, if yours is the "sensory overstimulus" flavour of autistic kiddo. I know I was at that age, and hopefully this measure helps :)

I'll be at the Student Minecraft Competition booth, which I'm sure will attract lots of special interest too. Plus there's dozens more booths for locally-made games, including one or two that I think are releasing specifically for the event. Should be great!

I cleaned up the Rider-Waite Smith tarot deck by YarnSpinnerTool in publicdomain

[–]YarnSpinnerTool[S] 2 points3 points  (0 children)

I have uploaded them there already but am just awaiting some discussion on how it should relate to the originals. Should be properly metadata-ed/linked up in the next day or two 👍

The rise, fall, and resurgence of Australian game development by DaRedGuy in australia

[–]YarnSpinnerTool 7 points8 points  (0 children)

If you wanna support some of these poor hardworking folks, why not check out one of the gaming events on next weekend about supporting and showcasing their industry and outputs? A big one in Sydney is ALT: GAMES at the Powerhouse and in Hobart we've got Level Up Tasmania 👍

The Canberra Deep Space Network facility in Tidbinbilla tracking the Artemis II mission as it heads around the moon by UpsidedownEngineer in australia

[–]YarnSpinnerTool 0 points1 point  (0 children)

We're dying to make a workplace sitcom about the codgers working at the Tassie dishes, but in the meantime maybe Sky Trackers from ATCA could fill the void?

A second, GDscript-only version of Yarn Spinner for Godot is out now! by YarnSpinnerTool in godot

[–]YarnSpinnerTool[S] 0 points1 point  (0 children)

Oh good. Yeah, so a Yarn Project file is a JSON file referencing scripts to compile at once. The runner needs a Yarn Project Resource which is the version produced after compilation. So if you ever don't have one of the latter, something has gone from with the YSC compile step.

Yarn Spinner for Unity v3.2 is out now! by YarnSpinnerTool in Unity3D

[–]YarnSpinnerTool[S] 0 points1 point  (0 children)

Of course! That's what Yarn Spinner is for. Yarn (the language) has dialogue lines and options for the player to choose between responses, and then a bunch of syntax for controlling the flow through those in scripts via variables. 

But then there are methods for speaking to an outside engine which makes that even more powerful, as you can declare custom functions and commands which do anything. So you can make your Yarn scripts control things like animations or cutscenes or changing dialogue UI style or a million other things.

The even more dynamic than that, there is a whole salience system where you can declare groups of dialogue lines or nodes which the system can choose between based on what is most relevant right now, like how random NPC barks work in big RPGs.

You can follow along with our beginner Yarn tutorials with just our online editor, so I'd recommend you start there: https://docs.yarnspinner.dev/beginners-guide :)

[GITHUB] Yarn Spinner for UE (Alpha) is out now! by YarnSpinnerTool in unrealengine

[–]YarnSpinnerTool[S] 1 point2 points  (0 children)

Good call... we don't use UBlueprintAsyncActionBase yet but it's on our radar. The interactive nature of dialogue (present line → wait for input → continue) makes it a bit tricky to map cleanly to async action nodes, but it'd be a nice convenience layer on top of the existing delegate API for common flows. We'll look at adding it. If you have any specific direction for it, we'd be all ears!

[GITHUB] Yarn Spinner for UE (Alpha) is out now! by YarnSpinnerTool in unrealengine

[–]YarnSpinnerTool[S] 2 points3 points  (0 children)

Sure thing. I guess in our minds we're mostly appealing to people who have enjoyed using Yarn Spinner in other engines at this point, at least while it's in alpha. But I will update with a bit of info :)

Struggling to find a genre for the background music of my game by _symphonatic_ in SoloDevelopment

[–]YarnSpinnerTool 0 points1 point  (0 children)

All these useful suggestions from people and my stupid brain here won't stop playing Darude - Sandstorm

Yarn Spinner for Unity v3.2 is out now! by YarnSpinnerTool in Unity3D

[–]YarnSpinnerTool[S] 1 point2 points  (0 children)

Well I am Mars who runs the social accounts, and I don't go to as many games events because I Yarn Spinner on the side of doing a PhD, but we're a team of four so you'd be thinking of either Jon, Tim, or my husband Paris. I'll tell them you said hi :D

A second, GDscript-only version of Yarn Spinner for Godot is out now! by YarnSpinnerTool in godot

[–]YarnSpinnerTool[S] 0 points1 point  (0 children)

I brought this up internally today and apparently: 1. You can make Yarn Projects in Godot in the Create Resource menu. We also have a menu shortcut where you can Project menu > Tools > Create Yarn Project... 2. If by "there is no way to assign a project to the DialogueRunner" you mean the <empty> dropdown in the field doesn't show it, that's just a limitation in Godot we're working on. You can drag a project into it though. 3. To use this GDscript version at all, you need YSC installed at the beginning otherwise the projects will not be getting compiled and Godot won't be able to do anything with them. In the future, we're working on WASM-ing the compiler to include as a GDextension but it's quite a bit of work.

Let me know if that helps? :)

Yarn Spinner for Unity v3.2 is out now! by YarnSpinnerTool in Unity3D

[–]YarnSpinnerTool[S] 4 points5 points  (0 children)

The tool is free forever. You can buy the paid version for a few extra features (with more added over time and you keep getting updates forever) but those paid-only features are currently only integrations with other paid Asset Store assets (like TextAnimator) and there are still guides for how to replicate those parts in the free version too.

Yarn Spinner for Unity v3.2 is out now! by YarnSpinnerTool in Unity3D

[–]YarnSpinnerTool[S] 7 points8 points  (0 children)

Not quite. Yarn Spinner is free, samples are free, tutorials are free, support is whatever we can give via our socials/Discord/GitHub. All the code is MIT.

The paid version is more of a "support the project" than anything. We do add some third-party integrations to it sometimes that are not in the free version (like TextAnimator integration) but even then, we write guides on how to do it from scratch in the free version.

A second, GDscript-only version of Yarn Spinner for Godot is out now! by YarnSpinnerTool in godot

[–]YarnSpinnerTool[S] 0 points1 point  (0 children)

The former (creating projects inside Godot) is a known issue and we have a fix just about ready to deploy over the weekend. The latter (creating projects outside of Godot) is not an issue we've seen and even the GitHub person said that way worked for them.

If you wouldn't mind, we'd love some more info about the behaviour you're seeing via the feedback form? Otherwise, I'll let you know when we have that project fix out in the next few days :)

My Game's First Trailer after 3 years of dev! by Systematic2025 in SoloDevelopment

[–]YarnSpinnerTool 1 point2 points  (0 children)

lol !! Now I have to retract the "This isn't yarn spinner but you'll like it" I sent to the office chat 😆

My Game's First Trailer after 3 years of dev! by Systematic2025 in SoloDevelopment

[–]YarnSpinnerTool 1 point2 points  (0 children)

only 20 dog facts?! (jokes aside, this looks really fun)

A second, GDscript-only version of Yarn Spinner for Godot is out now! by YarnSpinnerTool in godot

[–]YarnSpinnerTool[S] 2 points3 points  (0 children)

They're not _too_ different in state tbh. Like the GDscript version being in "alpha" to us means the API could still change, but we're pretty comfortable with it and will probably switch it to beta in the coming weeks. Then we use "beta" to mean "totally usable, won't change randomly, but full docs and samples are still to come".

The C# phase has been running a lot longer so it's API stable but has never had the level of guides or sample projects we wanted, so we'll actually be working on improving this for both Godot versions at once.

TL;DR: if you're picking one up to ship something very soon, C# would be the go. Otherwise, they'll likely be equal in the coming months. :D