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Visual Styling

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.

Dialog 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

Backgrounds, audio tracks, SFX, title cards, overlays, waits, jumps, and transition timing.

Presets are starting points. After applying a preset, use individual properties to tune the result for your project.

The dialog preset field in Properties exposes SVNE, Episode, Beach, Cabin, Classroom, Hologram, Matrix, Sakura, Sleek, Sunset, and Custom. Per-line Dialog nodes can inherit the project style or override to SVNE, Episode, or Custom.

If a preset gets you most of the way there, keep it. Then adjust the few properties that make the story feel like yours.

Project-level dialog styling includes:

AreaFields
Global behaviorDialog Mode, Chapter Title Cards, Typewriter Speed, No-Input Dialog Delay
Dialog boxBackground color, transparency, border color, border thickness, outline transparency, corner radius, text color, text size
Name plateSide, background, border, border thickness, outline transparency, corner radius, text color, text size
ChoicesBackground, transparency, border, border thickness, outline transparency, corner radius, text color, text size
Continue arrowShow or hide

Important ranges come from the editor fields:

  • Project Typewriter Speed uses 0.5 to 2 in 0.05 steps.
  • Transparency fields use 0 to 1.
  • Dialog, name plate, and choice border thickness use 0 to 8 pixels.
  • Dialog, name plate, and choice corner radius use 0 to 40 pixels.
  • Dialog and choice text size use 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:

  • Background Image defaults to SVNEMenuBackground.
  • Menu Music defaults to SVNEMenuTheme.
  • Button Hover SFX defaults to sfx/gui/buttonHover.
  • Button Down SFX defaults to sfx/gui/buttonDown.
  • Button Up SFX defaults to sfx/gui/buttonUp.
  • Button Click SFX defaults to sfx/gui/buttonConfirm.

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.

The stage uses a 1280 x 720 logical canvas and letterboxes into the available screen space. Project sprite slots give you repeatable placement across that canvas.

New projects start with these slots:

SlotX scaleY scaleWidth scaleHeight scale
left0.161.030.2360.764
center0.51.030.3090.91
right0.841.030.2360.764

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.

  1. Choose a dialog UI preset.
  2. Set project-wide menu, dialog, sprite slot, and audio defaults.
  3. Preview one representative scene.
  4. Adjust the global settings until the default look feels right.
  5. Override individual nodes only when a scene needs a specific effect.