Text
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
-> ENDSteve: 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 fineHave 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.