Here's a peek at my custom development tools !
For each sentence, the characters will have one or two different expressions, so it was important for me to have a tool that is EASY and FAST to use !

Six Legends is an amateur video game in the works about 6 young dragons living their lives.
🎮http://vincentpaquin.itch.io/sixlegends
📇http://sixlegendsgame.carrd.co
Here's a peek at my custom development tools !
For each sentence, the characters will have one or two different expressions, so it was important for me to have a tool that is EASY and FAST to use !
Very cool!
If you don't mind me asking, what system is this tool created in? And how are the finished expressions stored?
I can only deeply apologize for the lack of answer. I'll admit, I'm not used at all to Cohost and just found the notifications screen.
Hopefully, you're still curious!
Basically, imagine a PSD file. Layers of images.
These layers have a specific naming convention : "Eyes_Happy" "Eyes_Sad" "Eyes_Crying" "Mouth_Talking" "Mouth_Closed"...
With a homemade tool in the Unity Editor, they are imported separately, using the naming convention to know which category each layer belongs to.
All of these informations are stored in a single file (in Unity, called a ScriptableObject), which is then re-used to "show/hide" the layers, as seen above.
Now, for each line of dialog, I use the editor shown above, and then it gets stored in the dialog's file as a JSON :
{ "Layer":"Eyes", "Value":"Happy"},
{ "Layer":"Mouth", "Value":"Talking"}
Finally, when the game executes the dialog, it reads the JSON, it takes the right images "Eyes/Happy" + "Mouth/Talking" and slaps them on top of each other like a PSD would.