Godot Dialogs: Part 1

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In this video, I was asked to create a custom dialog system, but more importantly to show my reasoning behind everything I do - that means it's incredibly long. I've tried to break it up into a nice table of contents though. That may not be your cup of tea, but I definitely try to show you how to debug and fix issues that arise while you're implementing your games. This is just the first part in at least a 2-part series, and includes how to build a scripting language straightforwardly in GDScript; this will give you power over how things happen in your dialogs while not tying you directly to a specific user interface.

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Table of Contents:

01:15 - Pre-Intro Intro
03:23 - Intro: Why Resources
04:30 - Setting up the resource
06:09 - Defining Context: Redundancy
07:12 - Tokenization
15:54 - Stripping tokens
20:53 - The key to the dictionary
24:59 - Beginning User Interface
41:15 - Displaying the dialog
01:09:45 - Utilizing !
01:21:19 - Seeing results
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