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With NarrativeCraft you can make a character speak or render a dialog on screen.

For example

=== chapter_1_scene_one ===
# on_enter
# cutscene "walk cut" // Play the cutscene
# camera "end walk" steve_view // After the cutscene has finished, invoke the camera steve_view from end walk
Steve: hey! how are you?
I hope she's doing fine
-> END
Steve: hey! how are you?

In game, NarrativeCraft will check if an entity named "Steve" is here, if found, the dialog will be rendered for him to show that he is talking

but

I hope she's doing fine

Have no characters assigned, so it will render a dialog on the gui. This can be used for :

  • Minded dialog
  • Explanation
  • Dialog that other characters cannot hear

Variables

You can put your variables inside a dialog or tags

Example:

ink
VAR eat_apple = 6

Jake: I ate %eat_apple% apple!

Text Effects

You can apply animated text effects to dialog using inline tags.

Syntax

[<effect> (param1=value1 param2=value2)]<text>[/<effect>]

Effects apply only to the enclosed text. All parameters are optional unless stated otherwise.

Available Effects

wave

Applies a horizontal wave motion to the text.

shake

Applies a chaotic shaking motion.

Parameters:

  • time (float, optional) interval between shakes. Lower = faster movement.
  • force (float, optional) intensity of the shake.

wait

Parameters:

  • time (float) Value to wait before the text continue to render

Examples

  • Mark: [shake force=0.1]What did you just say?[/shake]
  • Jade: [wave]I'm just chilling[/wave]
  • Jake: I'm... [wait time=1]I'm sorry.