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.
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.
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
Image backgrounds, parallax 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, and Custom. Per-line Dialog nodes can inherit the project style or override to the same choices.
If a preset gets you most of the way there, keep it. Then adjust the few properties that make the story feel like yours.
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. |
Editor appearance changes affect the authoring UI, not the player-facing runtime style.
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:
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.
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 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.