Request Simple Visual Novel / Galge Character Bust for Yanfly Message Core
BMM Archive · July 15, 2026
Original Source
- Original title: Request Simple Visual Novel / Galge Character Bust for Yanfly Message Core
- Original author: Gabihime
- Original date: October 23, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/request-simple-visual-novel-galge-character-bust-for-yanfly-message-core.46442/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Requests
Summary
I'm sure more people than me are interested in this for MV. In VX Ace I was using a script that Saba Kahn wrote but it didn't work with Yanfly's YEA Message system, so that was a bummer. For people who aren't familiar with this kind of storytelling, or who maybe just don't recognize it, you can see an example of it here: Ateleier Rorona Cutscenes, Disgaea Cutscenes Here are the details. Visual novel style display of 2/3 body sprites in three positions on the screen: left, center, and right....
Archived First Post
For people who aren't familiar with this kind of storytelling, or who maybe just don't recognize it, you can see an example of it here: Ateleier Rorona Cutscenes, Disgaea Cutscenes
Here are the details.
- Visual novel style display of 2/3 body sprites in three positions on the screen: left, center, and right. These should be on a layer below the message box and name box. Positions should be defined in percentages, preferably, to make it flexible with different resolutions.
- Optional background layer behind the character images.
- Simple dissolve effect for the appearance / disappearance of characters.
- Ability to display up to three images at once, one in each of the three positions. That means a maximum of three characters on the screen at once.
- Persistence of images until they are cleared or replaced. For instance: two characters in positions L and R are having a conversation. L and R speak alternately, but their images remain in their positions until the conversation is over. When L is speaking, R is still visible. Having the characters pop up and down as they alternate speaking is very choppy and doesn't lead to good storytelling. It's easiest to simply have a function to clear the screen when the scene is over.
- A naming convention that makes it easy to group certain sprites together, to represent different emotions or states, like Actor_1_1, Actor_1_2, etc.
- Optional, but fun, is popping emote bubbles above the heads of the sprites, at some specifically defined location. Shin Totomono does this in its cutscenes.
- Simple integration into the MV messaging system. I know all of this can be done with show images, but it would save a lot of time and pain if I could just pop in a line to start this kind of conversation event, and easily control the images as I wrote the dialogue.
- Compatible with YEP Message Core
- Animation / mouthflaps / whatever is definitely not needed. Just the swapping out of flat, still images.
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