How to make character name textbox location separate from dialog text?

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jingleriot
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How to make character name textbox location separate from dialog text?

#1 Post by jingleriot »

I've been looking for a while now on how to move the speaking character name text to a certain location, rather than having it follow the dialog in the text box. I'm not sure if I'm overlooking something simple or if I'm not wording the question correctly, but basically what I would like to do is have the character speaking's name in the name box, and the text in the text box. As well as that, I would like to know how to change the speaking character's name text to a different font than the dialog font as well, if possible. I'm sure it's simple and I'm overlooking something but I'm absolutely confused at the moment and would appreciate any help or forwarding to a topic that has the answers I need. I've included an image as an example of what I am asking. Thank you!
ui work.png

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Re: How to make character name textbox location separate from dialog text?

#2 Post by Remix »

In gui.rpy amend name_text_font in sector:
## Fonts and Font Sizes ##
and any other value with the term 'namebox' in it

In screens.rpy you can further style the area by tweaking 'style namebox:' settings and the actual screen, 'screen say'
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Re: How to make character name textbox location separate from dialog text?

#3 Post by jingleriot »

Thank you for responding! In my particular files, it didn't create a gui.rpy file. I added one in myself, and it caused the game not to load whatsoever. As for the screens.rpy file, neither of those terms are searchable, and so I am lead to assume that they are not terms within the script that I have. I guess the game code I am working with is from a much older version of Ren'Py. Is my only option to just use the new GUI interface? And again, thank you for responding.

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Re: How to make character name textbox location separate from dialog text?

#4 Post by Remix »

The older versions of Ren'py used 'style.keyword = value' rather than 'gui.new_keyword = value'
Unfortunately I am not overly familiar with the older versions so cannot help much.

If you are totally redesigning the game and just keeping the 'conversation and choices' it might be worth trying to tease in the new gui system. If it is more than just a revamp though, it may be best to keep the old version and try to locate the right settings to amend.

Maybe someone familiar with the older syntax can help
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Re: How to make character name textbox location separate from dialog text?

#5 Post by jingleriot »

I kept looking around and eventually figured out how to fix my problem, so thank you so much for helping me get to the point I needed haha!!
And just in case anyone happens to stumble across this thread, I found the fix here: viewtopic.php?p=307318

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