Some things you should know so you can steer clear of our known bugs, or just be aware of some quirks of the app. We will try to fix as many of these as possible in future builds.
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Check the version of your application by choosing Help > About Click to Speak.
Version 1.72
- Deleting asterisks does not delete the child nodes branches created by those asterisks. If you go down from four 5 asterisks in a line to five4, you'll still have six 6 branches, even though only five 5 will be reachable when the game is played.
- If you edit character names in the editor, the old character names you have already selected will not change. You'll need to go through and change them all manually.
- . Note that the arrow buttons for the unreachable branches will be colored black.
- Blank lines are treated as the end of the script. The subbranches of blank lines will not be reachable.
- The save dialog may not add the correct file extension while saving. To avoid the issue, explicitly specify the file extension. Save files in the editor as .xml, except for the text version of the script, which should be saved as .txt.
- If you are using Perforce, do not try to save to a Perforce file that is not checked out. Since you don't have write permission for the file, you will get an error.
- Do not put multiple breakpoint dividers at the same position in the sound file. If you try to add more breakpoints, this will cause some of them to get stuck and become immovable.
- If you want to save your script as a text file, be aware that the conversion algorithm will go the next branch when it finds a blank line. In other words, if you leave a line of dialogue blank in the editor and that line has subnodes with dialogue filled in, those subnodes will be missing from the text version. If you want a character to say nothing, you should probably write "..." in the text box to indicate that this node is in use.