From 16dbb4b9de4a8a247e7394ae5a8d86d1f367afd4 Mon Sep 17 00:00:00 2001 From: 4ian <1280130+4ian@users.noreply.github.com> Date: Wed, 1 Apr 2026 10:34:07 +0000 Subject: [PATCH] [Auto] [Improve] Fix screenshot expression syntax, outdated note, and dialogue-tree first-person language --- automated_updates_data.json | 4 +++ .../all-features/dialogue-tree/index.md | 5 ++-- .../all-features/screenshot/index.md | 30 +++++++------------ 3 files changed, 17 insertions(+), 22 deletions(-) diff --git a/automated_updates_data.json b/automated_updates_data.json index 3837b23c98c..0b018467446 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -84,6 +84,10 @@ { "date": "2026-03-24", "summary": "Fixed device-sensors docs (typo in gamma rotation description, wrong units deg/s vs m/s² for rotation values, clarified Is Absolute expression, added gravity note to acceleration) and fixed broken wiki URL in advanced-conditions OR condition" + }, + { + "date": "2026-04-01", + "summary": "Fixed screenshot docs (removed outdated beta note, fixed broken expression syntax, added platform limitation note) and fixed dialogue-tree docs (removed first-person language, removed duplicate example link)" } ] } diff --git a/docs/gdevelop5/all-features/dialogue-tree/index.md b/docs/gdevelop5/all-features/dialogue-tree/index.md index 2643b897bb2..1f14001a733 100644 --- a/docs/gdevelop5/all-features/dialogue-tree/index.md +++ b/docs/gdevelop5/all-features/dialogue-tree/index.md @@ -9,7 +9,6 @@ title: The Dialogue Tree extension - [Dialogue tree simple demo](https://editor.gdevelop.io/?project=https://resources.gdevelop-app.com/examples/dialogue-tree-simple-demo/dialogue-tree-simple-demo.json) - [Dialogue tree with yarn online](https://editor.gdevelop.io/?project=https://resources.gdevelop-app.com/examples/dialogue-tree-with-yarn/dialogue-tree-with-yarn.json) - - [Yarnalia game](https://editor.gdevelop.io/?project=https://resources.gdevelop-app.com/examples/dialogue-tree-simple-demo/dialogue-tree-simple-demo.json) The Dialogue Tree extension can be used to quickly create a dynamic dialogue tree behaviour. It comes with actions, conditions and expressions that make it extremely easy to set such a system with text scrolling, animated avatars and conditional dialogues. The example demo project does that in only 16 events. @@ -42,7 +41,7 @@ You can have more than one tree in a single file and for example have the dialog To edit a node in Yarn, you just double click on it. To close and save it, just click outside of its editor area. When you edit a node, you are writing in Yarn syntax. -Writing stories in Yarn is just like writing dialogue, but also sprinkling it with behind the scenes hidden to the player instructions wrapped in special tags. These instructions can be used to drive what happens in the game. Depending on <> \[\[wrapping\]\] tags, there are three types of data that yarn understands - these three types are called "Dialogue line types" in my extension: +Writing stories in Yarn is just like writing dialogue, but also sprinkling it with behind the scenes hidden to the player instructions wrapped in special tags. These instructions can be used to drive what happens in the game. Depending on <> \[\[wrapping\]\] tags, there are three types of data that yarn understands - these three types are called "Dialogue line types" in the extension: ### 1. Text line type The text is what the user will see displayed when they reach the dialogue branch it is on. If you don't put any special wrappers of the other type around your text - it will remain ordinary text. Yarn will give you a hint when that is not the case by changing its colour. @@ -234,7 +233,7 @@ The demo does not use the entire capability of the extension and is aiming to pr ### The basic life cycle of a dialogue - Load the dialogue tree data at the beginning of the game or the level -- Set when a dialogue gets triggered - using the "Start Dialogue from branch..." action, and passing as a parameter the name of the node title where it will start from. That is typically the root of a tree. In my example the npc object's dialogueBranch variable is used. That makes it easy to make many npcs and just change that in their properties +- Set when a dialogue gets triggered - using the "Start Dialogue from branch..." action, and passing as a parameter the name of the node title where it will start from. That is typically the root of a tree. In the demo project, the NPC object's dialogueBranch variable is used, which makes it easy to have many NPCs each starting from a different branch. - Tell the game engine how you want the dialogue data to be displayed to the player and used by the engine - for each of the three types - Set reusable commands to be triggered by Yarn - such as changing of avatars, playing of sound effects and any other game events to help tell your story. diff --git a/docs/gdevelop5/all-features/screenshot/index.md b/docs/gdevelop5/all-features/screenshot/index.md index bb4518a4228..0c8a1c094e1 100644 --- a/docs/gdevelop5/all-features/screenshot/index.md +++ b/docs/gdevelop5/all-features/screenshot/index.md @@ -3,35 +3,27 @@ title: Screenshot extension --- # Screenshot extension -This extension lets you save a screenshot of the running game in a specified folder. +This extension lets you save a screenshot of the running game as a PNG file. -Note: As of GDevelop 5.0.0-beta92 the screenshot action is no longer an extension. Just add an action and search for `screenshot` or go to `Other Actions`/`Screenshot`/`Take screenshot`. - -### Actions - -#### Take screenshot - -Use this action to save a screenshot of everything which is currently drawn on the game window into a *png* file. - -##### Parameters: - -**Save path**: The file path where the screenshot should be saved. +!!! note -The save path needs to be an absolute path on the file system (Like "C:\MyFolder\MyScreenshot.png" on Windows)' + Screenshots are only supported on **Windows, Linux, and macOS**. Web and mobile exports do not support this feature. -Relative paths are not supported. +## Take a screenshot -!!! note +Use the **Take screenshot** action to save everything currently drawn on the game window into a PNG file. The action requires an absolute file path as the save destination. - In order to create a game that runs on all supported platforms you should use the special folders from the file system extension in combination with the path separator. These determine the path to common folders like *Pictures*, *Documents* or *Desktop* automatically. You can read more about it in [this article](/gdevelop5/all-features/filesystem). +Use the [File System](/gdevelop5/all-features/filesystem) expressions to build cross-platform paths automatically, rather than hard-coding platform-specific paths. ## Example -This path: +To save a screenshot to the user's Pictures folder: -``` () + () + "my_screenshot.png" ``` +``` +FileSystem::PicturesPath() + FileSystem::PathDelimiter() + "my_screenshot.png" +``` -This will save the screenshot to the *Pictures* folder on Windows, Linux and MacOS. +This works on Windows, Linux, and macOS. ## Reference