so im working on a choices fan project, which is a visual novel mobile game for anyone not aware. because of this, i want to mirror the style of the game, which means i need to have multiple sizes of dialouge boxes, but also ways to reposition it depending on the scene and character. for instance, heres some examples.
for narration, its a box in the middle of the screen, for main characters, who youre playing as, it's on the left side, and npcs, its right side. my two problems are 1: i've looked how to set like, different styles but im so new to renpy that it looks all just like gibberish. 2: the pov of the character changes scene to scene, so i dont know what i need to do but i assume at the start of each scene i'd assign the characters as npc or mc? or just have a diff character every time depending on pov? i hope this makes sense
new to renpy, how to do multiple styles of dialouge boxes
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Re: new to renpy, how to do multiple styles of dialouge boxes
It sounds useful to make different character objects depending on point of view, as long as any character image or different styles are associated with it.mrmcscuseme wrote: ↑Mon Nov 27, 2023 10:16 pmor just have a diff character every time depending on pov? i hope this makes sense
Here is how you create characters and narration: https://www.renpy.org/doc/html/dialogue.html
Re: new to renpy, how to do multiple styles of dialouge boxes
This is how I setup some generic dialogue structures... This would go in the "script.rpy" file, near the top, above any dialogue displays.
NOTE: These values are specific to MY setup... The values and settings you need, found at the prior posts LINK, will help you define your style.
NOTE: "narrator" is a built-in character that is sort-of hidden... Any dialogue without a specific "character", is spoken by the "narrator", which includes the typical "menu" dialogue. I have a specific "NARRATOR", which is MINE, which I use for an actual narrator, in the story. In some stories, that NARRATOR has a unique "style", different from the non-character dialogue of "narrator".
Code: Select all
#Dialogue backgrounds
define bgnarr = Image("gui/textboxnarr.png")
define bgtitle = Image("gui/textboxtitle.png", xanchor=0.5, xpos=0.5, yanchor=0.0, ypos=0)
define bgnote = Image("gui/textboxnote.png", xanchor=0.5, xpos=0.5, yanchor=0.0, ypos=350)
#Non-character, character formats (First is the default "narrator")
define narrator = Character(None,
window_background=bgnarr)
define NARRATOR = Character(None,
window_background=bgnarr)
define TITLE = Character(what_font="DejaVuSans.ttf", what_color="#FCF79D", what_size=50, what_xanchor=0.5, what_xpos=0.5,
what_yanchor=0.0, what_ypos=6, what_textalign=0.5, window_yalign=0.0,
window_background=bgtitle)
define NOTE = Character(what_font="DejaVuSans.ttf", what_color="#222222", what_xsize=800, what_size=34,
what_xanchor=0.5, what_justify=True, what_xpos=0.5, what_ypos=380,
window_background=bgnote)
NOTE: "narrator" is a built-in character that is sort-of hidden... Any dialogue without a specific "character", is spoken by the "narrator", which includes the typical "menu" dialogue. I have a specific "NARRATOR", which is MINE, which I use for an actual narrator, in the story. In some stories, that NARRATOR has a unique "style", different from the non-character dialogue of "narrator".
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