Documentation Index
Fetch the complete documentation index at: https://docs.kodeflowstudios.com/llms.txt
Use this file to discover all available pages before exploring further.
You can also use Parlite for things other than just plain ol’ dialogues! Here are a few more examples below
Things like interacting with a locked door, or an elevator being out of order, you can have a folder for each area and group in file by type or frequency or whatever you like.
# Signs & Readable Objects
sign_bulletin_board:
Text: "Community meeting — Thursday, 7PM. Refreshments provided."
sign_no_entry:
Text: "Authorized personnel only."
sign_wet_floor:
Text: "Caution: wet floor."
# Interactables
drawer_empty:
Text: "Nothing useful in here."
drawer_locked:
Text: "Locked. Probably for a reason."
computer_no_power:
Text: "The screen is black. No power."
computer_password:
Text: "A login screen. You don't know the password."
phone_dead:
Text: "Battery's dead."
vending_machine_empty:
Text: "Sold out. Of course."
vending_machine_no_change:
Text: "Exact change only. You don't have any."
# Environment
window_too_high:
Text: "Too high up. Not happening."
vent_too_small:
Text: "You'd never fit through there."
rubble_blocking:
Text: "The passage is completely blocked."
For the code you’d simply do parleyYaml.ProgressDialogue(“drawer_empty”).
Captions
For characters talking in the background without needing the player to click anything, you can simply have the advance signal on a timer/coroutine.
# Cafe Chatter
cafe_chatter_start:
Speaker: "Woman by the window"
Text: "...and then she just never texted back."
NextNode: cafe_chatter_2
cafe_chatter_2:
Speaker: "Her Friend"
Text: "No. Seriously?"
NextNode: cafe_chatter_3
cafe_chatter_3:
Speaker: "Woman by the window"
Text: "Three weeks. Nothing."
# TV in the Background
tv_start:
Speaker: "TV"
Text: "Authorities are urging residents to remain indoors until further notice."
NextNode: tv_2
tv_2:
Speaker: "TV"
Text: "New ZestoFlakes — now with thirty percent more zest!"
# Office Background Noise
office_chatter_start:
Speaker: "Coworker"
Text: "Did you get the memo about the new filing system?"
NextNode: office_chatter_2
office_chatter_2:
Speaker: "Other Coworker"
Text: "I don't even know what a filing system is anymore."
NextNode: office_chatter_3
office_chatter_3:
Speaker: "Coworker"
Text: "Just... click the thing. The blue thing."
Monologue
A player can also excalim and react to things, you could make that too!
# Entering a new area
monologue_dark_room:
Speaker: "You"
Text: "I can't see a thing in here."
NextNode: monologue_dark_room_2
monologue_dark_room_2:
Speaker: "You"
Text: "There has to be a light switch somewhere..."
# Finding something important
monologue_found_key:
Speaker: "You"
Text: "Wait. Is that...?"
NextNode: monologue_found_key_2
monologue_found_key_2:
Speaker: "You"
Text: "That's the key. That's actually the key."
NextNode: monologue_found_key_3
monologue_found_key_3:
Speaker: "You"
Text: "Okay. Okay, this changes things."
# Something goes wrong
monologue_alarm_triggered:
Speaker: "You"
Text: "No no no no no—"
NextNode: monologue_alarm_triggered_2
monologue_alarm_triggered_2:
Speaker: "You"
Text: "I triggered the alarm. I actually triggered the alarm."
# Examining something unsettling
monologue_strange_photo:
Speaker: "You"
Text: "Who are all these people?"
NextNode: monologue_strange_photo_2
monologue_strange_photo_2:
Speaker: "You"
Text: "And why is this one circled?"
You could also make UI!
# Main Menu
new_game:
Text: "New Game"
continue:
Text: "Continue"
settings:
Text: "Settings"
quit:
Text: "Quit"
# Settings
audio:
Text: "Audio"
video:
Text: "Video"
controls:
Text: "Controls"
back:
Text: "Back"
# Confirmations
confirm_delete:
Text: "This will delete your save. Are you sure?"
confirm_yes:
Text: "Yes, delete it"
confirm_no:
Text: "Never mind"
# Tooltips
tooltip_save:
Text: "Your progress is saved automatically at checkpoints."
tooltip_stamina:
Text: "Stamina depletes while sprinting. It recovers when you stop."
tooltip_interact:
Text: "Press E to interact with objects."
# Notifications
notify_saved:
Text: "Game saved."
notify_new_area:
Text: "New area discovered."
notify_objective_updated:
Text: "Objective updated."
And make a simple handler that would have a list of a class to hold each text element and its loaded localized text value, not exactly how you’d normally use a dialogue engine but parley can handle most your text need!
And that’s about it, great job you have come very far. If you have any questions Shoot us a message!
The next section is a technical reference for all the syntax, classes, methods, and error codes that you need to use Parley.