Prompt UI
Preset, dialog box colors, text colors, name plate behavior, continue arrow, typewriter speed, and advance behavior.
Visual Novel Creator starts with useful defaults because styling should not block writing. Once the story path works, Properties gives you project-wide controls for the menu, dialog UI, sprite slots, and runtime presentation.
The safest way to style a project is to start broad, then override only where a scene needs something special.
Use Assets & Importing when a style field needs an image or sound, and use the Node Reference when a one-scene effect belongs in a node instead of project defaults.
Prompt UI
Preset, dialog box colors, text colors, name plate behavior, continue arrow, typewriter speed, and advance behavior.
Runtime menu
Title, optional subtitle, menu background image, menu music, button sounds, settings, save/load, log, and chapter select.
Sprites
Sprite assets, poses, slots, position modes, transitions, emphasis, and one-shot effects.
Scene presentation
Image backgrounds, parallax backgrounds, audio tracks, SFX, title cards, overlays, waits, jumps, and transition timing.
SVNE and Episode are immutable built-in starting points in 0.6.0-beta.11. To customize one, select Assets in the Explorer and add a Prompt Style Preset. The new preset copies the currently selected project style; adding another while a custom preset is selected duplicates that preset.
Custom presets have stable internal identities, so renaming one does not break project, scene, or prompt-node references. Select a custom preset under Assets to rename it, change its built-in base, or edit its dialog box, name plate, choice, continue-arrow, and title-card fields.
The project Default Style Preset chooses the story default. A scene can inherit that setting or choose its own Scene Prompt Style, and a presentation node can inherit both or choose a Style Preset Override. This includes Dialog, Choice, Text Input, Title Card, Wait for Sprite Activation, and World Wait nodes. The order is Node > Scene > Project. For example, set the project to Episode, a flashback scene to a sepia custom preset, and one important prompt or Title Card to SVNE; only that node uses SVNE, the rest of the flashback uses sepia, and other scenes use Episode.
The same Style Preset title-card tokens power both manual Title Card nodes and automatic chapter cards. A preset can use a solid color or an image with Crop, Fit, or Stretch framing, tint, transparency, and a safe fallback color. Manual nodes use Node > Scene > Project, followed by an explicit node background override. Automatic cards use Chapter Style > Project Style, followed by an explicit chapter background override. Title-card timing remains separate: manual nodes own their timing, while automatic cards use the project setting with an optional chapter duration override.
Turn on Runtime Menu > Inherit Active Style Preset when Save, Load,
Settings, confirmations, logs, and the rest of the runtime menu should share
the story’s presentation. In 0.6.0-beta.11, it is off by default.
Existing projects keep that setting when opened in 0.7.0-beta.1.
| Runtime context | Style Preset used |
|---|---|
| Main menu or no active scene | Project Default Style Preset |
| Page opened during a story | Active scene preset, then the project preset |
| Prompt or node with its own override | Does not restyle the runtime page |
The inherited preset supplies compatible menu colors, font, border thicknesses, and corner radii. An explicit Runtime Menu color remains the final override.
When a Choice, Text Input, Title Card, Wait For Sprite Activation, or World Wait node has no Style Preset Override, it uses the active scene preset. A node override applies only to that node; it never leaks into a later node or scene. VNC refuses to delete a custom preset while the project, a scene, or a presentation node still references it, preventing an accidental visual change.
Choose an editor appearance from File > Settings, the View menu, or the command palette. VNC remembers the choice for the next Studio session.
| Appearance | Character |
|---|---|
| Studio | Follow Roblox Studio’s current light or dark theme. |
| Light | Use VNC’s light palette. |
| Dark | Use VNC’s dark palette. |
| Sakura | Use a soft cherry-blossom daylight palette. |
| Sakura Dark | Use a deep plum and cherry-blossom palette. |
| Ultra green | Use dark neutral surfaces with a vivid green accent. |
| Blueprint | Use deep navy surfaces with an icy cyan accent. |
| Ember | Use charcoal surfaces with a warm ember-orange accent. |
Editor appearance changes affect the authoring UI, not the player-facing runtime style.
Each custom prompt style preset includes:
| Area | Fields |
|---|---|
| Dialog box | Background color, transparency, border color, border thickness, outline transparency, corner radius, text color, text size |
| Name plate | Side, background, border, border thickness, outline transparency, corner radius, text color, text size |
| Choices | Background, transparency, border, border thickness, outline transparency, corner radius, text color, text size |
| Continue arrow | Show or hide |
| Title card | Color or image background, image scaling, tint, transparency, fallback color, text color, font |
Important ranges come from the editor fields:
0.5 to 2 in 0.05 steps.0 to 1.0 to 8 pixels.0 to 40 pixels.12 to 48; name plate text size uses 12 to 56.The runtime menu has text, media, sound, and color fields. Menu Title defaults to the story title when set, otherwise Visual Novel. Menu Subtitle defaults to Choose how to continue.
Media and sound fields accept a Roblox content ID or a StoryAssets key. You can type either value directly, or use the picker at the right edge of the field to choose a compatible imported asset:
A Roblox content ID points directly at a Roblox asset. A StoryAssets key points at an asset you imported through VNC and later install with the runtime.
VNC trims the field and checks the exact, case-sensitive StoryAssets key first.
Sound-effect pickers also include None (silent), which stores the explicit none value without changing an empty field’s normal default behavior.
Only when that key is absent does a runtime-menu field interpret a numeric value
or content-ID URL directly. Likewise, button-sound none means silence only
when there is no exact registered key with that spelling. Title-card image
backgrounds use the same exact-key-first behavior. Most other story asset fields
use StoryAssets keys rather than direct-ID syntax.
SVNEMenuBackground for a non-inherited menu or an SVNE/Episode-based project style.SVNEMenuTheme for those same settings.sfx/gui/buttonHover.sfx/gui/buttonDown.sfx/gui/buttonUp.sfx/gui/buttonConfirm.In the unpublished 0.7.0-beta.1 preview, a VNC-based project with Inherit
Active Style Preset enabled leaves an empty background or music field empty.
Choose your own image and music if you want them. A scene-only VNC override
does not change the project’s menu-media defaults.
For button sounds, use none when you deliberately want silence.
Menu colors include backdrop, panel, panel border, accent, text, muted text, button, button text, and danger color. If a color is blank or invalid, the runtime normalizes it back to a safe hex color. With Inherit Active Style Preset enabled, unset menu colors fall back to the active scene Style Preset during a story and the project Style Preset elsewhere; explicitly authored menu colors still take precedence.
The stage uses a 1280 x 720 logical canvas and letterboxes evenly into the available screen space. Project sprite slots give you repeatable placement across that canvas.
New projects start with these slots:
| Slot | X scale | Y scale | Width scale | Height scale |
|---|---|---|---|---|
left | 0.16 | 1.03 | 0.236 | 0.764 |
center | 0.5 | 1.03 | 0.309 | 0.91 |
right | 0.84 | 1.03 | 0.236 | 0.764 |
Sprite nodes can use Slot, Auto, or Custom position mode. Use slots for consistent character blocking, auto placement for simple multi-sprite scenes, and custom coordinates only when a shot needs manual composition.
When the defaults carry most scenes, the special moments are easier to notice. Start with the shared style, then spend your detail work where the story actually changes mood.