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VNLE Handbook

MonoGame

← Bring content into your game

MonoGame 3.8 · DesktopGL · C# / .NET

Start with one visible sentence. This small example reads the real Harbour export directly; it is not a complete dialogue player. Then connect the data to your game UI.

1 · Prepare files and scene

Start with a MonoGame DesktopGL project. Place story.json in Content/ and copy it as a raw file into the output directory (see project entry below). Add ReadWelcome to Game1. In the Content Pipeline Tool create a SpriteFont named DialogueFont, build content, and load it with Content.Load("DialogueFont").

story.json · Export files explained

2 · Show the first text

<ItemGroup>
  <None Update="Content/story.json" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>

Add fields SpriteFont _dialogueFont; and string _dialogueLine = ""; to Game1. In LoadContent use _dialogueFont = Content.Load("DialogueFont"); _dialogueLine = ReadWelcome("en");. In Draw, inside your existing SpriteBatch block, use _spriteBatch.DrawString(_dialogueFont, _dialogueLine, new Vector2(24, 24), Color.White);. If no SpriteBatch exists, create one in LoadContent with new SpriteBatch(GraphicsDevice) and use Begin()/End() in Draw.

// Game1.cs: add using System.IO; using System.Text.Json; using System.Text;
// Place this method inside the existing Game1 class.
private string ReadWelcome(string locale)
{
    using var stream = TitleContainer.OpenStream("Content/story.json");
    using var document = JsonDocument.Parse(stream);
    var content = document.RootElement.GetProperty("content");
    const string id = "fd7b61a3-8233-4ba7-8f77-b88b119a91bf";
    var message = content.GetProperty("texts").GetProperty(id).GetProperty("sourceMessage");
    if (content.GetProperty("translations").TryGetProperty(locale, out var table)
        && table.TryGetProperty(id, out var translation))
        message = translation.GetProperty("message");
    var line = new StringBuilder();
    foreach (var segment in message.GetProperty("segments").EnumerateArray())
    {
        if (segment.GetProperty("kind").GetString() != "text")
            throw new InvalidDataException("Text-only example");
        line.Append(segment.GetProperty("text").GetString());
    }
    return line.ToString();
}

Expected: “Welcome to the harbour. I am Mira.” With locale = "de" or the language parameter de: “Willkommen im Hafen. Ich bin Mira.” A missing language uses source text. This sample supports text segments; it deliberately does not silently discard placeholders.

3 · From one sentence to a conversation

The fixed text ID above is for the first test. In your game choose flowRef/entryRef from story-index.json, read execution.entries[entryRef].nodeRef, then execution.nodes[nodeRef]. The current dialogue supplies text.textRef and speakerRef. Continuations depend on node kind.

Name/dialogue: SpriteBatch.DrawString inside Begin/End. Handle wrapping and font glyph coverage for longer text. Answer rectangles and mouse/keyboard input belong to the game; retain IDs rather than translated text. End: turn off drawing/input with dialogueOpen = false, not Game.Exit().

  1. Continue and End: follow connections, close the text box
  2. Choices: answer ID, order and selected continuation
  3. Conditions and variables: ten or two gold
  4. Language: the same IDs, newly resolved content
  5. Command: give an item or open a shop
  6. Call/Return: visit a substory and return
Inspect answers and the gold check in this language

Read the data for a choice

Insert this fragment where story is available after loading (for RPG Maker: const story = $gameTemp.vnleExample.story;). It prints IDs for inspection. Replace the output with your answer buttons. It covers the two Harbour answers and their following gold check, not a general interpreter.

// Inside ReadWelcome while document is alive; inspect data before returning.
var nodes = document.RootElement.GetProperty("execution").GetProperty("nodes");
var choice = nodes.GetProperty("42edfff8-b8fe-46bf-ae0d-9e2347b6e726");
foreach (var idToken in choice.GetProperty("optionOrder").EnumerateArray())
{
    string optionId = idToken.GetString();
    var option = choice.GetProperty("options").GetProperty(optionId);
    System.Console.WriteLine(optionId + " " + option.GetProperty("text").GetProperty("textRef").GetString());
}
var branch = nodes.GetProperty("c1c3c372-0a73-4cd0-851d-ede59d5709bb");
int gold = 10; // Repeat with 2.
int minimum = branch.GetProperty("condition").GetProperty("right").GetProperty("value").GetProperty("value").GetInt32();
var next = branch.GetProperty(gold >= minimum ? "whenTrue" : "whenFalse");
System.Console.WriteLine(next.GetProperty("nodeRef").GetString());
// Copy strings/values you need later before disposing JsonDocument.

With 10 gold, next refers to “Pay five gold”; with 2 it refers to “Not enough gold”. In the actual game, run the check only when the selected path reaches this node. Each selected answer supplies its own continuation.

4 · Map your own images

This supplementary excerpt expects a current dialogue object named node and the UI elements named in its comments. For C++ and MonoGame, speakerRef has already been read as SpeakerId or speakerId. The key is Mira’s actual character ID; the image name and location belong to your game. Insert the lines at the indicated locations.

// Game1 class field, so both LoadContent and Draw can access it:
private readonly System.Collections.Generic.Dictionary<string, Texture2D> portraits = new();
// Inside LoadContent(): import/build mira.png as portraits/mira.
portraits["807b2957-7bab-4a28-83a4-1f3d1589bbc2"] = Content.Load<Texture2D>("portraits/mira");
// Inside a SpriteBatch Begin/End in Draw; speakerId comes from speakerRef:
if (portraits.TryGetValue(speakerId, out var portrait))
    _spriteBatch.Draw(portrait, new Vector2(24, 120), Color.White);

Resolve speaker names through content.characters[speakerRef].nameTextRef just like dialogue text. Missing mappings should hide the previous portrait or show a placeholder. Images are not selected by language.

Use image references from the complete export

5 · Ship files with the game

Do not load JSON with Content.Load in this example. TitleContainer opens the raw file; the csproj copies it. Build SpriteFont and textures with the Content Pipeline. Use this entry on DesktopGL first; verify other platforms separately.

Check your result

  1. English and German greetings display correctly; an unavailable language falls back to English.
  2. When adding flow: try both answers, gold 10/2, the return from the substory and End.
  3. Run the built game outside your project folder. JSON, fonts and portraits must be available there too.

Official documentation

API and setup references for this approach: