Want to show different dialogue boxes depending on the character? You can create as many dialogue boxes (also called 'say screens') as you like, which can then be assigned to your characters when you define then. Then whenever that character is speaking, it will use the version of the dialogue box you set against it.
Here's a simple example demonstrating how to align a character's name to the right side of the say screen:
Here is an example for where I shift the character's name to the right side of their dialogue:
In this code, we've taken the standard say screen as a base, renamed it shifted_name_say, and then used x_alignment 1.0 to position the character's name on the right edge of the dialogue box. We then define a character, right_nami, and instruct Ren'Py to use our shifted_name_say screen whenever this character speaks.
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