Dialog 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.
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:
| Area | Fields |
|---|---|
| Global behavior | Dialog Mode, Chapter Title Cards, Typewriter Speed, No-Input Dialog Delay |
| 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 |
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:
SVNEMenuBackground.SVNEMenuTheme.sfx/gui/buttonHover.sfx/gui/buttonDown.sfx/gui/buttonUp.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:
| 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.