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Instead of moving the node and its children to this node, it remains in its original location, and a placeholder node is now created that points to this node. This way, multiple paths of dialogue can converge on fewer endings, or the player can be able to jump around the dialogue tree. You can use this to jump backwards in the dialogue tree as well. Add some audio to your placeholder nodenodes, and test it out in the player!

Placeholder Node Notes
*Placeholder nodes are only created when you set a node's target to another node that's on the main tab. Otherwise, the selected target and its children will be moved over from the orphan tab.
*Placeholder nodes are deleted permanently when you click the Delete Node button, even on the main tab.
*Changing the target of a node on the Orphan Tab to a node on the Main Tab will create a placeholder node.
*If a node that has a placeholder pointing to it gets moved from the Main Tab to the Orphan Tab, the placeholder node will be replaced by the original node and its children, and the original node will not appear on the Orphan Tab.

This concludes the tutorial on the basic functionality of the editor. Once you're familiar with building node trees, setting breakpoints, changing node targets, using the Orphan Tab, and creating placeholder nodes, you should be all set to create your own Click To Speak game! For documentation on some really cool and more advanced features, see Variables and Rules.