Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
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Basically, as a rule I break up text types thus:
-Dialogue, or text spoken by characters, uses an ADV style textbox.
-Narration, or descriptive, unspoken text uses a NVL style textbox.
I've used this method for some time without issue, but with a few recent projects I have received several complaints. I can understand where people are coming from for the most part. (Except for the people who think it's a bug? ) A lot of people say that it's distracting or hurts their eyes, switching between the ADV and NVL.
So I wanted to discuss GUI design in relation to the visual novel's text. What are you preferred ways of implementing this? I would love to see your examples.
I know some visual novels are purely one style text box or the other. Some use the mini portraits on the side of the textbox.
I would like to keep using the NVL and ADV, but I am willing to change the style to be easier on people's eyes. I just need to figure out how to do that and would love input.
I've attached samples of the GUI I requested for one of my projects.
[ Saetan thinks about what best to say. ]
[ "Hopefully this helps, OP!" ]
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In the end the only "solution" I can offer is having the ADV text box at the top of the screen, which is even less conventional. Still, it solves what I believe the issue is: players are used to looking at the bottom of the screen in ADV, and suddenly having to start from the top of the screen in NVL is distracting/hurts. And that problem there is why I can't figure out a compromise between the two.
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"This line is dialogue."
This line is thoughts
[This line is narration]
Maybe you could incorporate a similar style.
pro·gram·mer (noun) An organism capable of converting caffeine into code.
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