UI Packs

Bitrush Dialogue Kit

7 Y2K dialogue components for dark interfaces — ink black with signal yellow accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • dialogue
  • speech box
  • tooltip
  • visual novel
  • y2k
  • Y2K
  • y2k
  • retro futuristic
  • poster
  • hud
Sheet showing 7 Y2K dialogue components from the Bitrush family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×528 previewtransparency shown as checkerboard

About this pack

Bitrush Dialogue Kit is a set of 7 dialogue components drawn in the Y2K style, where everything is flat and printed — thick straight outlines, solid blocks, no glow anywhere. 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.

No gradient and no halo: the whole set is flat colour with a heavy straight outline, which is what separates the Y2K poster look from the neon one. The silhouettes are composed corner by corner rather than scaled from one rectangle, so a badge and a banner in the same set do not share an outline.

Inside that style this is the Bitrush reading of it: a dark interface on a ink black palette with signal yellow accents, built around a header band across the top of the frame, tab-shaped buttons at 148x52, banded bars divided into 8 segments, and solid icons on a 16px 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 Bitrush family, which means this kit and the Bitrush panel kit line up without either being resized. A good fit for retro-futuristic menus and poster-styled interfaces.

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Download ZIP22 kB

Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP22 kBGet →
Dialogue box with speech tail, Y2K, editable SVGSVG1.5 kBGet →

How to use it

  1. 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.
  2. 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.
  3. 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

Creative Commons Zero 1.0 — Public domain. No credit required. Full terms · What this means in practice