Yarn

Create Images

Hero sprite > give it platform character behaviors

enemy sprite

floor sprite (tile sprite) > give it platform behaviors


Background for Dialogue

600 x 120 px

dialogue_background.png


Name Tag 1

64x34

hero_tag.png


Name Tag 1

64x34

enemy_tag.png


Arrow

35x16

dialogue_options_arrow.png

Create Global Variables

Game Settings > Properties> Global Variables

Add new objects

In scene tab > Add new Object > Text

Create a second text box

Add new Object > Text

Create a dialogueBackground Sprite

name it 

dialogueBackground

Add Animation

Add Sprite

Create a dialogueOptionsPointer Sprite

name it 

dialogueBackground

Add Animation

Add Sprite

Create a nameTag Sprite

name it 

nameTag

Add Animation

Add Sprite

For Animation #0 leave it blank

Add Animation

Name animation #1 hero

click add sprite and select the hero_tag image

Add Animation

Name animation #2 enemy

click add sprite and select the enemy_tag image

Apply

Create a new layer called Dialogue

Make a floor and add your hero and enemy

Add your dialogueBackground and set it to your dialogue layer then set the Z order to 1

The box will be at the bottom (Z order 1) and the text will be on top (Z order2)

Drag the dialogue object on to the play area

**Don't put it on the dialogueBackground yet because it is set to the base layer**

Set the Z order to 2

Move it to the Dialogue Layer

Set the dialogue object in the top left corner on top of the dialogueBackground and pull the right middle to the edge of the box

Drag the dialogueOptions object on to the play area

**Don't put it on the dialogueBackground yet because it is set to the base layer**

Set the Z order to 2

Move it to the Dialogue Layer

Set the dialogueOptions object below the Dialogue Object and to the right

Drag the dialogueOptionsPointer object on to the play area

**Don't put it on the dialogueBackground yet because it is set to the base layer**

Set the Z order to 2

Move it to the Dialogue Layer

Set the dialogueOptionsPointer object to the left if the word text in your dialogueOptions object

Drag the nameTag object on to the play area

**Don't put it on the dialogueBackground yet because it is set to the base layer**

Set the Z order to 2

Move it to the Dialogue Layer

Set the nameTag object object to the t opif the word text in your dialogueOptions object

Open the Events Tab

At the beginning of the scene

Hide the dialogue, dialogue, dialogueOptions, dialogueOptionsPointer, and dialogueBackground

Add action Load dialogue Tree from json file

Click Create with Yarn

Yarn will open

Click file

Select Save as Json

Save file in your GDevelop Project
This PC>Documents>Gdevelop projects >whatever file your project is in

Save file as dialogue.json

This is called a node

Double click on the node to open and edit

Change the same of Start to First because it is going to be the first conversation

In the first line, add << nameTag hero>>

This will create the command nameTag in Yarn and hero is the name of the animation

In line 2, type Hello.

In line 3, type Hey.

in line 4, Type What's Good?

Go to line 5 and click the link button

This will add your first options to answer

Add 

Not good homie between the green brackets

Remove the gray/black |]] from the end of line 6

Add bad after the blue|

bad is going to be the name of the node in your dialogue tree

In line 7, add

[[ Life is good |good ]] 

This will connect to the node called good

Click off the node and you will now wee that two additional nodes have been created

Organize your nodes how you wish then click on the node called good

You will be continuing the conversation here

Keep the same nameTag and respond as hero

Do the same with the bad node

Click off your node the right click in the workspace to create a new node

Open up your new node and name it second

This is going to be the next conversation you have if you interact with the sprite a second time

Once you are done, click apply > OK

Add a new event

Condition

Dialogue is Running

Action

Show dialogue

Show dialogueBackground

Activate behavior PlatformerObject of hero : No  (We don't want the character to be moving around when they are talking)

Create a new event

condition

Dialogue is running (We want to invert this condition so that it's when dialogue is NOT running)
Key in Pressed X
Value of a scene timer (This adds a half second of time once the dialogue has finished so you have time to read it.

**Make sure you arrange the conditions in the following order**

Key Pressed

Inverted Dialogue

Timer

Action

Hide dialogie

hide dialogue background

activate hero behavior

Animation by name

Object nameTag

Animation name None