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So in tyranobuilder would this currently be like triggering the character with the "join scene" and just having characters join the scene when they are speaking and then having them leave the scene when its another characters turn or am I still not understanding correctly?
The best way I can think of pulling this off right now is to shorten the edge of the text box and add each character portrait as an image of it's own and have it display each time that character speaks.
It also is an amazing way of continuing conversations while a CG is up or video. You can still see character expressions even though they are not on the sceen.
In renpy, you set up a macro of sorts in your declaration section for a side image.
Renpy would automatically match the side image with the most similar name.
For instance, if you have 8 expressions for your main character, when you wanted to show happy X, it would also automatically assign the smaller happy image because it has "happy" in the name.
So when your main character was not on the screen but still talking, it would show his face next to the text without any additional coding.
Even better, if you could change the side images' expression like a normal sprite O:
This was done with one of our game jam entries: https://img.itch.io/aW1hZ2UvMzY3OTkvMTYwMzE1LnBuZw==/original/58kF2F.png
Were the image and border are all one image and the different expressions for that are just the other pictures of the characters.
To be more dynamic in regards to actually changing the size of the text box mid game you would need to use the http://tyranobuilder.com/tyranoscript-tags-reference/#position tag in tyranoscript.