
RPG DIALOG MAKER MOVIE
No pre-planned scripts or anything, just let the movie reel run from my head and go there. Oftentimes though I just come up with it as I go, that's how I generally do everything anyways. There's been times I finish scenes and completely scrap it and do it over due to it not feeling right or fitting correctly. Sometimes it takes me days just to finish one scene though since I'm extremely touchy about how dialogue goes and how the scene in general goes. When I'm bored, I tend to just write down the dialogue in a Notepad file and put it in that way, or if I feel like actually working on the game itself, I'll do it in there instead. I generally already have an idea of what each scene is going to be (some already pre-planned and dumped into the game itself with events for the sprites and whatnot, but not with the actual dialogue and scenes). That way portait = you and no portrait = them, which is good enough. But maybe I'm wrong, and it's enough to simply not show a portrait for an NPC. If everything is on the bottom, it might not be clear if someone else is suddenly talking. When text boxes switch up and down it will feel more like a back and forth conversation. (and maybe have game messages like treasure chests appear in the middle of the screen) This helps to convey who's saying what without necessarily having to rely on portraits and names. Also, should all dialogue have quotation marks? One method I was considering is having all NPC dialogue appear at the top of the screen while all party member dialogue is at the bottom of the screen. And it's inconsistent for only some characters to do it.

RPG DIALOG MAKER HOW TO
How to present dialogue from characters without portraits? (in a game where only some characters have portraits) For instance I think in FF6 everyone it's written like a script where if someone says "EDGAR: (what Edgar says)" but it looks odd when I do it in VX Ace. By the way I had a question relating to this. That's an advantage to doing it directly in the editor. I could actually see myself re-writing sentences simply to make them look better in-game. For example a single sentence has to fit in the text box, so it can't be too long. I think I'd probably take this into account when writing the dialogue. That said, you won't know how much space the dialogue will take up in the text box, until you're in the editor. But I don't see myself doing the same for dialogue, or ever needing to. I find myself unable to make maps directly in the editor. That's odd, thus far I've made maps using graph paper. I personally use Notepad, but the advantage of using Word is that it will also spell-check your dialogue as you're writing it. If you use a Word document then obviously make sure you're using the Courier font (or another mono-space font). As long as your sentences don't run longer than the string of numbers, they'll never get cut off. 7) Write all dialogue in the Notepad/Word file and copy/paste it into RPGMaker. 6) Repeat with a Faceset visible if you're also using Facesets. 5) Put that many numbers into a Notepad/Word file. 4) Make note of how many numbers are visible before they get cut off. 3) Open the game and speak to that event. Cheers.Assuming you're using a mono-space font (which you should) then you can do this: 1) Open RPGMaker 2) Make an event and put 1234567890 repeatedly into a message dialogue. to others? I'm just curious how you guys deal with it.

That's probably the easiest way to deal with edge overflow but if you guys have some rule of thumb for that, it might prove useful. Speaking of this, is there a rule of hand that you guys use to make text fit within message boxes? I use a script called "ATS Formatting" which automatically puts text on the next line if it exceeds the window length. Author=Sated author=CashmereCat & MarrendCommon events are king.
