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[Solved]Adjust Dialogue Position

Posted: Sun Aug 15, 2021 12:05 am
by amaturemanga
Hi there i was adjusting my textbox because i felt it was too big so i adjusted it but now my dialogue is appearing outside the textbox. Here's what i looks like i tried adjusting the define gui.dialogue_ypos = 50 to a different number but its not changing. here's my gui also im aware the buttons need to be adjusted also but right now im focusing on fixing the position of the dialogue:

Code: Select all

################################################################################
## Initialization
################################################################################

## The init offset statement causes the initialization statements in this file
## to run before init statements in any other file.
init offset = -2

## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
    gui.init(1280, 720)



################################################################################
## GUI Configuration Variables
################################################################################


## Colors ######################################################################
##
## The colors of text in the interface.

## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#000000'

## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#000000'

## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '000000'

## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#034f06'

## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#000000'

## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#5555557f'

## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#3d1466'
define gui.hover_muted_color = '#5b1e99'

## The colors used for dialogue and menu choice text.
define gui.text_color = '#000000'
define gui.interface_text_color = '#000000'


## Fonts and Font Sizes ########################################################

## The font used for in-game text.
define gui.text_font = "gui/fonts/times-new-roman.ttf"

## The font used for character names.
define gui.name_text_font = "gui/fonts/Calibri.ttf"

## The font used for out-of-game text.
define gui.interface_text_font = "gui/fonts/times-new-roman.ttf"

## The size of normal dialogue text.
define gui.text_size = 30

## The size of character names.
define gui.name_text_size = 40

## The size of text in the game's user interface.
define gui.interface_text_size = 40

## The size of labels in the game's user interface.
define gui.label_text_size = 40

## The size of text on the notify screen.
define gui.notify_text_size = 16

## The size of the game's title.
define gui.title_text_size = 50


## Main and Game Menus #########################################################

## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png"


## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.

## The height of the textbox containing dialogue.
define gui.textbox_height = 185

## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
define gui.textbox_yalign = 1.0


## The placement of the speaking character's name, relative to the textbox.
## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = 180
define gui.name_ypos = -62

## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0

## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = 300
define gui.namebox_height = 50

## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 1, 5)

## If True, the background of the namebox will be tiled, if False, the
## background of the namebox will be scaled.
define gui.namebox_tile = True


## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 200
define gui.dialogue_ypos = 50

## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 900

## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0



## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.

## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = None

## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(4, 4, 4, 4)

## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False

## The font used by the button.
define gui.button_text_font = gui.interface_text_font

## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size

## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color

## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0


## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:

define gui.radio_button_borders = Borders(18, 4, 4, 4)

define gui.check_button_borders = Borders(18, 4, 4, 4)

define gui.confirm_button_text_xalign = 0.5

define gui.page_button_borders = Borders(10, 4, 10, 4)

define gui.quick_button_borders = Borders(10, 4, 10, 0)
define gui.quick_button_text_size = 25
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color

## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.

# define gui.navigation_button_width = 250


## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.

define gui.choice_button_width = 790
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(100, 5, 100, 5)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#000000"
define gui.choice_button_text_hover_color = "#000000"
#define gui.choice_button_text_insensitive_color = "#444444"


## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.

## The save slot button.
define gui.slot_button_width = 276
define gui.slot_button_height = 206
define gui.slot_button_borders = Borders(10, 10, 10, 10)
define gui.slot_button_text_size = 14
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
define gui.slot_button_text_selected_idle_color = gui.selected_color
define gui.slot_button_text_selected_hover_color = gui.hover_color

## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 256
define config.thumbnail_height = 144

## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 4
define gui.file_slot_rows = 2


## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.

## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 40

## The vertical position of the skip indicator.
define gui.skip_ypos = 10

## The vertical position of the notify screen.
define gui.notify_ypos = 45

## The spacing between menu choices.
define gui.choice_spacing = 22

## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 4

## Controls the amount of spacing between preferences.
define gui.pref_spacing = 10

## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0

## The spacing between file page buttons.
define gui.page_spacing = 0

## The spacing between file slots.
define gui.slot_spacing = 55

## The position of the main menu text.
define gui.main_menu_text_xalign = 1.0


## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.

## Generic frames.
define gui.frame_borders = Borders(4, 4, 4, 4)

## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(40, 40, 40, 40)

## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(16, 5, 50, 5)

## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(16, 5, 40, 5)

## Should frame backgrounds be tiled?
define gui.frame_tile = False


## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written screens.

## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 25
define gui.scrollbar_size = 12
define gui.slider_size = 25

## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False

## Horizontal borders.
define gui.bar_borders = Borders(4, 4, 4, 4)
define gui.scrollbar_borders = Borders(4, 4, 4, 4)
define gui.slider_borders = Borders(4, 4, 4, 4)

## Vertical borders.
define gui.vbar_borders = Borders(4, 4, 4, 4)
define gui.vscrollbar_borders = Borders(4, 4, 4, 4)
define gui.vslider_borders = Borders(4, 4, 4, 4)

## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"


## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.

## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250

## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 140

## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 155
define gui.history_name_ypos = 0
define gui.history_name_width = 155
define gui.history_name_xalign = 1.0

## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 170
define gui.history_text_ypos = 2
define gui.history_text_width = 740
define gui.history_text_xalign = 0.0


## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.

## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 10, 0, 20)

## The maximum number of NVL-mode entries Ren'Py will display. When more entries
## than this are to be show, the oldest entry will be removed.
define gui.nvl_list_length = 6

## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 115

## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 10

## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 430
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 150
define gui.nvl_name_xalign = 1.0

## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 450
define gui.nvl_text_ypos = 8
define gui.nvl_text_width = 590
define gui.nvl_text_xalign = 0.0

## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 240
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 780
define gui.nvl_thought_xalign = 0.0

## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 450
define gui.nvl_button_xalign = 0.0

## Localization ################################################################

## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language

define gui.language = "unicode"


################################################################################
## Mobile devices
################################################################################

init python:

    ## This increases the size of the quick buttons to make them easier to touch
    ## on tablets and phones.
    if renpy.variant("touch"):

        gui.quick_button_borders = Borders(40, 14, 40, 0)

    ## This changes the size and spacing of various GUI elements to ensure they
    ## are easily visible on phones.
    if renpy.variant("small"):

        ## Font sizes.
        gui.text_size = 30
        gui.name_text_size = 36
        gui.notify_text_size = 25
        gui.interface_text_size = 30
        gui.button_text_size = 30
        gui.label_text_size = 34

        ## Adjust the location of the textbox.
        gui.textbox_height = 240
        gui.name_xpos = 80
        gui.text_xpos = 90
        gui.text_width = 1100

        ## Change the size and spacing of various things.
        gui.slider_size = 36

        gui.choice_button_width = 1240

        gui.navigation_spacing = 20
        gui.pref_button_spacing = 10

        gui.history_height = 190
        gui.history_text_width = 690

        gui.quick_button_text_size = 20

        ## File button layout.
        gui.file_slot_cols = 2
        gui.file_slot_rows = 2

        ## NVL-mode.
        gui.nvl_height = 170

        gui.nvl_name_width = 305
        gui.nvl_name_xpos = 325

        gui.nvl_text_width = 915
        gui.nvl_text_xpos = 345
        gui.nvl_text_ypos = 5

        gui.nvl_thought_width = 1240
        gui.nvl_thought_xpos = 20

        gui.nvl_button_width = 1240
        gui.nvl_button_xpos = 20
Image

Re: Adjust Dialogue Position

Posted: Sun Aug 15, 2021 3:14 am
by Potato0095
Changing gui.dialogue_ypos in my project moves the dialogue just fine, the higher the number, the lower it appears on screen.

Maybe try setting a higher value or even a float?

Re: Adjust Dialogue Position

Posted: Sun Aug 15, 2021 2:41 pm
by amaturemanga
Potato0095 wrote:
Sun Aug 15, 2021 3:14 am
Changing gui.dialogue_ypos in my project moves the dialogue just fine, the higher the number, the lower it appears on screen.

Maybe try setting a higher value or even a float?
so i tried setting it 2000 just to see if it moved at all even tried deleting the persistant and force recompile no change

Re: Adjust Dialogue Position

Posted: Sun Aug 15, 2021 3:16 pm
by Potato0095
It's probable that another thing is overwriting it.
Search for "style say_dialogue:" inside screens.rpy and check its ypos value. The default value is "gui.dialogue_ypos", but it's very likely that it's not set to the default value.

Re: Adjust Dialogue Position

Posted: Sun Aug 15, 2021 5:19 pm
by amaturemanga
Potato0095 wrote:
Sun Aug 15, 2021 3:16 pm
It's probable that another thing is overwriting it.
Search for "style say_dialogue:" inside screens.rpy and check its ypos value. The default value is "gui.dialogue_ypos", but it's very likely that it's not set to the default value.
so in the screens this is what it is says so like change style say_dialogue is default toi style say_dialogue is 100?

Code: Select all

style window is default
style say_label is default
style say_dialogue is default
style say_thought is say_dialogue

style namebox is default
style namebox_label is say_label


style window:
    xalign 0.5
    xfill True
    yalign gui.textbox_yalign
    ysize gui.textbox_height

    background Image("gui/textbox.png", xalign=0.5, yalign=1.0)

style namebox:
    xpos gui.name_xpos
    xanchor gui.name_xalign
    xsize gui.namebox_width
    ypos gui.name_ypos
    ysize gui.namebox_height

    background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign)
    padding gui.namebox_borders.padding

style say_label:
    properties gui.text_properties("name", accent=True)
    xalign gui.name_xalign
    yalign 0.5

style say_dialogue:
    properties gui.text_properties("dialogue")

    xpos gui.dialogue_xpos
    xsize gui.dialogue_width
    ypos gui.dialogue_ypos

Re: Adjust Dialogue Position

Posted: Sun Aug 15, 2021 7:43 pm
by Potato0095
amaturemanga wrote:
Sun Aug 15, 2021 5:19 pm

so in the screens this is what it is says so like change style say_dialogue is default toi style say_dialogue is 100?
No, I meant this:

Code: Select all

style say_dialogue:
    properties gui.text_properties("dialogue")

    xpos gui.dialogue_xpos
    xsize gui.dialogue_width
    ypos gui.dialogue_ypos
Since the ypos is gui.dialogue_ypos, changing your variable as I mentioned in the past should change your text ypos. Since it is not, check your rpy files to see if you didn't change it in any way.

Also, try creating a new project and changing gui.dialogue_ypos to see how it is done and its effects.

Re: Adjust Dialogue Position

Posted: Mon Aug 16, 2021 11:59 pm
by amaturemanga
so i ran some tests i created a new project and copied everything over, file by file. Was working fine i can move it just fine for every rpy file that i added, but then the moment i added in the first script file it happens. I can't move it so i know the issue is coming from the script file but im just not seeing it. The only thing i could think of is maybe its custom transition but im really not seeing it. Here's the script file.

Code: Select all

# The script of the game goes in this file.

# Declare characters used by this game. The color argument colorizes the
# name of the character.

define e = Character('Test')
define n = Character(None,  what_ypos=10, ctc="ctc_blink", ctc_position="nestled")
define b = Character('Boy',  what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define m = Character('Mother',  what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define r = Character('Robert', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define ma = Character('Maya', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define s = Character('Sister', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define mc = Character('Shuyaku', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define y = Character('Yumi', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define sa = Character('Saki', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define ne = Character('????', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define ae = Character('Aemilia', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define li = Character('Liam', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define te = Character('Teacher', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define he = Character('Helena', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define st = Character('Student', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define mi = Character('Mika', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define mar = Character('Marie', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define el = Character('Elizabeth', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define t1 = Character('Thug 1', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define t2 = Character('Thug 2', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define t3 = Character('Thug 3', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define t4 = Character('Thug 4', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define t5 = Character('Thug 5', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define dis = Character('Discip. Member', what_ypos=10, ctc="ctc_blink", ctc_position="nestled", what_prefix='"', what_suffix='"')
define wipeDissolve = ImageDissolve("wipeDissolve.png", 1.0, ramplen=128)

image renpylogo = "renpylogo.jpg"

image ctc_blink:
       "GUI/arrow.png"
       linear 0.75 alpha 1.0
       linear 0.75 alpha 0.0
       repeat

label splashscreen:
    scene black
    $ renpy.pause(1)

    show disclaimer with dissolve

    $renpy.pause(2)

    hide disclaimer with dissolve

    $renpy.pause(2)

    show renpylogo with dissolve
    $ renpy.pause(2)

    hide renpylogo with dissolve

    $ renpy.pause(2)

    show QuasiStellerLogo with dissolve ## fix
    $ renpy.pause(2)

    hide QuasiStellerLogo with dissolve

    return ## fix


# The game starts here.
init:
    $ BadPoint = 0
    $ SakiPoint = 0
    $ GoodPoint = 0
    $ AemiliaPoint = 0
    $ MikaPoint = 0
    $ MariePoint = 0
    $ IgnoredSaki = 0
    $ AemiliaClub = 0
    $ ElizabethPoint = 0
label start:
    scene img1
    scene intro with dissolve
    play sound "/audio/clock.mp3"
    $ renpy.pause(5)
    stop sound
    scene img2 with dissolve #houseFront
    n "It was a pretty chilly out, that day. Winds whirling around like whistles, blowing the frost across the rooftops and carrying them across the pavement."

    jump kitchenFlashBack

label kitchenFlashBack:
    window hide
    scene img3 with dissolve #kitchen
    window show
    n "It was fairly dusk,despite only being early into the evening."
    n "As a result you could probably still witness the delicious sight of the juicy grilled steak, the family of four currently feasts on."
    n "I was in that family of four, of course, and I had just finished eating my meal."
    n "But the fragrance that emanated from the food; it was so great that, even after having my fill, it still made me hungry enough to desire more."

    b "Mummy, can I have more?"
    n "I plead for seconds."

    m "That's all you're getting. You should have thought twice before eating so quickly!"
    n "Damn, I was shot down."

    n "While sitting still on the table, looking around I took in the silence around  me."

    n "I mean, it obviously wasn't silent."
    n "I could clearly tell the woman...my mother and...{i}Her Man{/i}...were conversing but, I had little to no care about what they were saying, in the first place."

    n "I muted their presence from my head. The room was practically silent to me."
    n "The hunger was still getting to me, though."
    n "Even if I was full, I didn't care."
    n "I just looked around the table until something just so happen to catch my eye."

    n "It was the little girl sitting right next to me with her plate still full of barely eaten steak; almost; noticing that she was a very slow eater."
    n "Heh, what a picky eater, I simply thought to myself."

    n "Oh, how vulnerable she really is. A great sense of joy shot up throughout my body."
    n "Just thinking about the delicious steak that would find itself home in my belly."
    n "I waited for the right moment; the perfect moment. The very moment she would look away was the moment I was gonna strike."

    n "Soon enough, she did look off. Just at that moment, my arm reached out; reaching to quickly rip off a delicious piece of that juicy tender steak."

    show img3 with hpunch
    n "SLAP!!"

    n "But just as my hand reached for the plate, the woman slapped my hand away from it."
    n "No! My plan! It was foiled!...But on second thoughts, I just realized, my plan was doomed from the start."
    n "The little girl...that little witch...my little sister, would have probably started crying."
    n "Throwing the most obnoxious temper tantrum had I had actually succeeded."

    n "In that moment all seemed lost."
    n "That I would go to bed, still hungry for some more of that juicy tender steak."

    n "But, it was then, {i}the Man{/i} gave me the remaining half of his own steak despite his woman's wishes."

    m "Robert?!"

    r "The kid's still growing, Maya. He could use it more then me."

    ma "He'll get fat if you keep feeding him like that!"

    n "But, {i}the Man{/i} didn't flinch; not even for a moment."
    n "Finished his meal, he stood up, back turned away from the table and tugged his suit straight."
    n "I looked up at {i}the Man{/i} and couldn't help but admire his gaze. Never before had I seen a man standing so firm and cool headed in my entire life."
    n "{i}The Man{/i} walks off slowly telling his woman..."

    r "I'll be back in a bit."

    n "My gaze was so set on just how cool he responded to everything."
    n "I was so fixated that, what, in reality was a few hours appeared to have passed by in mere minutes."
    n "That was when I noticed the man kneeling over me, wearing a very classy tuxedo."
    n "He caught me off guard, for a second; it took me aback."

    r "Well, looks like this is the end of the line, kid."
    r "We probably won't be meeting each other again for a long time."

    n "He calmly tells me this. I didn't what he meant, at first, but then I could see his eyes welling up."
    n "He stood up, back turned towards me, standing firm, just as he did before."

    r "So long, kid. Until next time!"

    n "He says this while walking away from me and putting his hat on his head."
    n "The little girl was getting dressed up, too; in rather fancy apparel, at that."

    s "How do I look, mummy?"

    ma "You're looking very pretty my sweet little Yumi!"

    n "She too was getting dressed up really nice and neatly, alongside {i}the Man{/i}."
    n "That's when I realized, the two of them were going somewhere far away and aren't coming back for a long time."

    ma "Remember to always call your Mommy every day!"

    n "The little girl begins crying. She gives her mother a great big hug and a kiss, goodbye."
    n "In that time, my eyes, too, began tearing up. I could barely contain it inside of me."
    n "As the two of them began to walk out the door, I ran as Fast as I could."

    mc "DAD! DON'T GO!"

    n "I latched onto him, grasping him firmly."
    n "The man crouched down to my level. With his arms shoulder width apart, placing his palms on shoulders, he gave me a kiss."
    n "Reaching into his pocket, he grabs what appears to be a pocket watch, placing it in my hand."

    r "You know, I gave this very watch to your mother, once?"
    r "It was right after we graduated High School and weren't going to see each other for a long time. Just like us right now."
    r "Back then, I had given her this watch as a promise; a promise that I would come back for her and I would take the watch back from her."
    r "I'm doing the same thing here; this time with just me and you."

    mc "How long will you be gone? How long will I have to hold onto this stupid watch of your's?"

    r "I know not, for how long I will be gone. But, for as long as I am gone, keep this watch safe, with you, no matter what. Got it?"

    n "I nod, still teary eyed, with snot dripping down my nose."
    n "He stands up and tells me, one last time..."

    r "Goodbye, my son! Until next time!"
    jump houseFrontNight

label houseFrontNight:
    window hide
    scene img2 with dissolve
    window show
    n "As he exits the scene and enters his vehicle, I feel a strong tug on my pants."
    n "Looking down, I notice the little girl; tears running down her face."
    n "The moment our eyes met, she hugged me with excessive strength."

    y "Goodbye, Big Brotha."

    n "She let go of me and headed straight for the car."
    n "To be frank, I was speechless. Never really thought she cared much for me."
    n "I mean, from the moment she was born, I've always been mean to her. I found her to be a complete nuisance."
    n "So I was taken aback by her being so affectionate towards me."
    n "As I stared at the window of the car, I saw, as my father looked right at me waving goodbye, and then finally driving off."

    window hide
    show blackScreen with dissolve
    hide img2
    n "That was the last time I ever saw of him. The last time I ever saw of my father."

    window hide
    n "BANG BANG BANG"
    show bedBlur with dissolve
    hide blackScreen

    n "BANG BANG BANG"
    mc "Ugh! You gotta be fucking shitting me here!"

    jump bedroomPrologue

label bedroomPrologue:
    scene img4 with dissolve

    mc "STOP BANGING ON THE DOOR! I'LL BE THERE IN A SEC"
    window hide

    $ renpy.pause(1)
    mc "Ugh... It was only just a dream."
    mc "Good Grief!"

    n "I begrudgingly get up from the comfort of my sweet bed, and open the door to see a girl with tomboyish figure."

    mc "Oh it's just you. Bloody hell is wrong with you, Saki, causing such a racket?"

    sa "Oh, Am I the one who's wrong here?"
    sa "Have you ever thought about looking at the time?"

    n "I glanced over to my alarm clock and see that it's 8am sharp."
    mc "What about it?"
    sa "What about it?! School starts in 30 minutes, and yet, you haven't taken a shower yet."

    mc "Ugh. Do I have to?"
    sa "Of course you do. Plus, you still have to eat a hot Breakfast."
    mc "..."

    jump kitchenDayOne

label kitchenDayOne:

    scene img5 with wipeDissolve
    n "Yeah, I totally forgot about Breakfast; the most important meal of the day tsk tsk."
    n "I gotta eat, but I have to take a bath too."
    n "If I do that, I'll be late for sure."
    n "..."

    n "Wait a Sec!"
    n "I could have Saki make Breakfast for the two of us."
    n "Yes, I could spite her into doing it! It's brilliant!"
    n "But wait..."

    n "If I fail, she'll probably mount my arse to the wall."
    n "So the real question is, is it worth getting a few knicks here and there if it means getting on time?"
    n "Damn it! What do I do?"

    menu:
        "Convince Saki to make your breakfast":
            $ BadPoint += 1
            $ SakiPoint += 1
            jump SakiBreakfast
        "Make your own breakfast":
            $ GoodPoint += 1
            $ SakiPoint += 1
            jump selfBreakfast

Re: Adjust Dialogue Position

Posted: Tue Aug 17, 2021 2:40 am
by Potato0095
It's the characters' what_ypos value, they are overriding the gui.dialogue_ypos. Remove that from the characters and only use them if you want an specific character to have its dialogue shown in a different position.

Re: Adjust Dialogue Position

Posted: Tue Aug 17, 2021 6:08 am
by Remix
You might consider using what_yoffset in the Character definition and keep a default ypos using gui and style.
You do need to change or remove the what_ypos though.

Re: Adjust Dialogue Position

Posted: Tue Aug 17, 2021 11:44 am
by amaturemanga
Potato0095 wrote:
Tue Aug 17, 2021 2:40 am
It's the characters' what_ypos value, they are overriding the gui.dialogue_ypos. Remove that from the characters and only use them if you want an specific character to have its dialogue shown in a different position.
there we go now its fixed thank you so much.