Doki Doki Dialog Generator
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Character reference and scene composition

DDLC Sprite Viewer / Scene Maker

View Monika, Sayori, Natsuki, and Yuri expressions, place up to three characters over a DDLC background, write a line, and export a 1280 by 720 visual novel scene PNG. The browser canvas keeps the key scene decisions visible in one workspace.

Sprite viewer and scene maker
3 character slots · local canvas composition · PNG export
Slot 1
Monika expression a
Slot 2
Sayori expression a
Slot 3
Natsuki expression b

Each sprite is composed from a body pose and a selectable head expression. Disabled slots stay out of the exported PNG.

Live scene canvas · 1280 × 7202 visible sprite(s)

The preview uses local DDLC assets, with the dialogue box rendered above the characters. Export the scene as one PNG when the composition is ready.

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Observed operation and export details

The interactive editor above is the working tool itself. These notes describe the current controls and implementation, not a browser compatibility guarantee.

Controls
Choose one of eight backgrounds. Configure three slots; each has an enable toggle, one of Monika/Sayori/Natsuki/Yuri, Expression A–D, left/center/right position, and 55–115% scale. Choose a dialogue speaker, enter up to 170 characters, and toggle the textbox.
Example
Input: Clubroom; Slot 1 Monika / A / Left / 90%; Slot 2 Sayori / A / Right / 90%; speaker Monika; line ‘We should save this scene.’; textbox on. Output: the preview and one flattened scene PNG.
Export
One PNG at 1280 × 720 px. The image combines the selected background, visible sprite slots, optional dialogue box, and the small footer mark. It does not preserve layers or offer another size/format.
Phone and desktop
Controls and preview stack below 760 px and use two columns on wider screens. The canvas remains 1280 × 720 px; on a phone it is scaled for preview rather than exported at phone resolution.
Browser behavior and errors
Canvas encoding failure is reported; clipboard image permission failures direct the user to Download PNG. A failed background load becomes a solid-color fallback; a failed sprite load silently omits that sprite. No cross-browser test matrix has been run.
Data boundary
There is no image upload control; selected assets are loaded from the site and composition is drawn in the page. Share includes the background, enabled character IDs, and the first 80 dialogue characters, but not expression, placement, or scale. Do not use Share for private dialogue; see the Privacy Policy for site-wide services.

Use the three slots as a visual conversation

Two speakers

Start with one character on the left and one on the right. That arrangement gives the frame a readable exchange and leaves the center available for the background’s depth cue. Make the current speaker slightly larger or more central when the line needs emphasis, then reverse the treatment for the reply.

One speaker and one witness

A visible character does not need to speak. Place a supporting figure at a smaller scale or farther from the center, keep the dialogue nameplate on the active speaker, and let the witness shape the scene without competing for the line.

Three-character test

Enable the third slot when the composition needs a club group, a reaction shot, or a foreground interruption. Three full-size sprites can quickly fill a 16:9 frame, so use scale and side choices to create a clear front-to-back relationship.

Expression comparison

Keep the background and dialogue constant while changing only expression A, B, C, or D. The visual difference becomes easier to judge when the framing remains stable. This is faster than inspecting isolated image files and guessing how an expression will read inside a scene.

How to build a DDLC sprite scene that reads correctly

Scene composition is a sequence of attention decisions. The order below keeps character identity, expression, and text from competing at the same visual level.

  1. Choose the background before the sprite. The clubroom, classroom, corridor, and bedroom carry different amounts of detail and directional depth. A pose that feels balanced in the clubroom may feel too small in a corridor.
  2. Enable the speaker first. Start with the character who owns the line and place that sprite on the side that gives the text box and face enough separation. The eye should find the speaker before it decodes the sentence.
  3. Compare expressions at the same scale. Switch between the four expression options while the slot remains in place. Look at the eyes and mouth at the export size, since a subtle difference can disappear when the scene becomes a thumbnail.
  4. Add the reply or witness. Use the second slot to create a visual relationship. A character on the opposite side can create a conversation; a smaller figure near the center can create a group scene; an empty slot can preserve focus on one reaction.
  5. Set scale before writing a long line. The dialogue box occupies the lower portion of the 1280 by 720 frame. If the characters become too large, their faces may be covered by the interface. If they are too small, the expression will not survive export.
  6. Write one line that matches the chosen speaker. Use the nameplate to clarify ownership. Keep the line short enough to wrap into a few readable rows. For a longer block of text, create a transparent text layer with the DDLC Font Generator or use the DDLC Text Box PNG as a separate asset.
  7. Hide the dialogue box for a clean reference when needed. A character test, sprite comparison, or background study may need the image without interface chrome. Toggle the box off, export the clean scene, then turn it back on for the dialogue version.

The result is deliberately a scene test, not a replacement for a layered project file. Keep the selected character, expression, and text in your notes when you expect revisions. The PNG is the shareable proof of the composition; the settings are the recipe for rebuilding it.

DDLC Sprite Viewer / Scene Maker FAQ

Can I select the same character in more than one slot?

Yes. The slots are independent, so one character can appear more than once for expression comparisons or layered compositions.

Can I hide the dialogue box?

Yes. Turn off Include the DDLC-style dialogue box when you want a clean sprite composition or reference frame without text.

These tools cover different parts of the same creative workflow. Use the scene studio for composition, the font tool for an overlay, the poem maker for a page-style artifact, and the textbox tool when you need a clean reusable layer.

Independent fan-made utility. Doki Doki Literature Club! and associated official assets are owned by Team Salvato. Review the Team Salvato IP Guidelines before publishing fan work. This page does not imply affiliation or endorsement.