Charcoal Dialogue Kit
=====================

7 hand-drawn dialogue components for dark interfaces — smoke grey with ember
orange accents. SVG plus transparent PNG at 1x, 2x and 4x.

Charcoal Dialogue Kit is a set of 7 dialogue components drawn in the
hand-drawn style, where every edge is sampled and nudged, so no line is truly
straight. It contains a speech box with a tail, a speaker name plate, dim and
bright continue indicators, idle and selected choice rows and a tooltip panel.

A dialogue box is the single most-read surface in a story game, and it is not
the same thing as a window panel: it needs a tail that points at whoever is
talking, a name plate that sits on top of it without covering the first line,
and a continue indicator with two frames so the engine can blink it.

The wobble is deterministic rather than random: the same box wobbles the same
way every build, which is what lets it live in version control. Shading is
cross-hatching, because a gradient under a drawn line reads as a filter rather
than as a hand.

Inside that style this is the Charcoal reading of it: a dark interface on a
smoke grey palette with ember orange accents, built around a single bordered
frame, tab-shaped buttons at 160x52, hollow-cored bars divided into 7
segments, and two-tone icons on a 24px grid. Those measurements are why two
families can share an art style without being interchangeable: the style
decides how an edge is drawn, the numbers decide what the interface is for.

The selected choice row is marked by an indent and a pointer rather than by a
colour change, so the state survives a colourblind mode and a greyscale
shader. That matters more here than anywhere else: choosing the wrong dialogue
option is a mistake a player cannot undo.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x,
so you can drop the PNGs straight into an engine or open the vector and change
a colour. Built to the same measurements as the rest of the Charcoal family,
which means this kit and the Charcoal panel kit line up without either being
resized. A good fit for notebook and storybook games.

HOW TO USE

  - Nine-slice the dialogue box on its flat regions and leave the tail in the
    fixed corner, or it stretches into a wedge when the box grows.
  - Blink the continue indicator by alternating the dim and bright frames at
    about 2 Hz — the two frames exist so you do not have to tint one at
    runtime.
  - Anchor the name plate to the top-left of the dialogue box with a negative
    offset of about half its height so it overlaps the frame.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/charcoal-dialogue-kit
More free assets: https://www.colorosse.com
