Understand files and JSON
The editable project and the game export serve different purposes. Edit content in VNLE, then export again. The following excerpts come from the included project.
Export folders
story.json Game data: flow + text + catalogs
assets/files/…png Images used by the game
story-index.json Entry points for starting conversations
export-info.json Export result
project/
project.vnle.json Project name, languages, catalog references
chapters/ Chapter structure
flows/ Scene nodes and entry points
layout/ Node positions in the editor
characters/ Characters and portrait references
variables/ Variable definitions and initial values
commands/ Game actions, inputs and outcomes
items/, quests/, locations/ Resources
localization/ Source texts and translations
assets/ Asset catalog and image filesThe teaching example adds guide-map.json to associate IDs with readable names. It belongs to this example and is not generated for every project. In a normal export, find entry points in story-index.json and catalogs in story.json.
Start a conversation
An entry point consists of flowRef and entryRef. Both are IDs, not display names. Pass this object to start. These are the real IDs used by the example:
{
"flowRef": "1f69a7b6-1bdc-4dff-b8ee-9b2819b35168",
"entryRef": "5e6b2e12-1ac1-4c46-8221-1a051e87370a"
}Read a dialogue
{
"continuation": {
"kind": "node",
"nodeRef": "85b3aadf-2b95-4150-bc44-c0c796337874"
},
"flowRef": "1f69a7b6-1bdc-4dff-b8ee-9b2819b35168",
"id": "ffa7141b-97ed-44c1-a346-8bba7e26d94f",
"kind": "dialogue",
"speakerRef": "807b2957-7bab-4a28-83a4-1f3d1589bbc2",
"text": {
"bindings": {},
"textRef": "fd7b61a3-8233-4ba7-8f77-b88b119a91bf"
}
}kind identifies the node type. speakerRef refers to a character in content.characters. text.textRef refers to content.texts. continuation describes what Continue does.
Resolve text and language
{
"id": "fd7b61a3-8233-4ba7-8f77-b88b119a91bf",
"category": "dialogue",
"sourceMessage": {
"kind": "segments",
"segments": [
{
"kind": "text",
"text": "Welcome to the harbour. I am Mira."
}
]
},
"placeholders": {},
"externalUse": false
}Use content.translations[language][text ID].message when present. Otherwise use sourceMessage. Text segments supply visible words; placeholder segments receive values from node bindings. Language belongs to the game settings: changing it does not change progress.
Show name and portrait
{
"id": "807b2957-7bab-4a28-83a4-1f3d1589bbc2",
"name": "Mira",
"key": "character_2fbfc3b256cb4ecf94a89965ef8e4549",
"nameTextRef": "ff2cf3d4-08d3-47d8-b41a-86f1a801e1b7",
"color": "#82d5e6",
"defaultPortraitRef": "eacb484c-0663-4ffd-876d-401664b980db",
"emotions": {}
}Resolve nameTextRef like any other text. For the image, use the chosen emotion’s portrait or defaultPortraitRef. Find the file in content.assets[portrait ID].relativePath. Copy assets alongside story.json.