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I like Notepad++, although I use Visual Studio as my main IDE. It doesn't surprise me that it can handle markdown, but I doubt it has the "Fade in" feature of jumping to the correct position when writing text.
I did some searching for screenplay support in Notepad++ and initially found this
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A writer asking for Fountain screenplay format support on the Notepad++ forum.
That was 2018 there was no reply, but later I found a Notepad++ Fountain definition.
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and this for Libre Office
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Turns out the Fountain screenplay format is inspired by Markdown.
Fountain files are UTF-8 text files with the extension.fountain, .txt, or .spmd.
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and there is wide support of apps. Among them are Fade in (of your video), Slugline, Amazon Storywriter, Atom, Scrivener, Emacs, vim etc. and even MediaWiki so it could be incorporated in the forum.
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Using a Fountain file as a datasource could be on the .Net side for Unity and Unreal
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That's actually an F# library but thanks to .Net running on intermediate language it can be used in a C# project too.
For Python there is a fountain reader
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witch is based on the objective-C (Apple) version
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I do see some trouble for using Fountain for visual novels though.
Fountain seems to have no support for lists, links and code. Although it does have a comment block /* */ to hide text in the output.
Markdown uses numbers for lists like this
1. First item.
2. Second item.
3. Third item.
for anchor link [Link to a heading in the page](#link-to-a-heading-in-the-page)
for images ![Bedroom](./bedroom.jpg)
for inline code quote (`)
and for code blocks ```
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Maybe it's possible to incorporated these features in to the Fountain parser or if it conflict in the viewers, invent new keywords for them. It opens the possibility of adding Ink by Inkle features like partial repeat with [ ].
Alternatively Fountain could be converted to HTML using Screenplain
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This would enable further editing with added ID's or function call's that would detract from the readability otherwise.
(Just use a source control system like Git of SVN to check in and diff/compare your changes when doing a fresh convert after screenplay changes and undo if things went wrong.)
Then using that HTML file as a datasource in Unity and Unreal by using the HTML Agility Pack (HAP)
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or using that HTML file as a datasource for Python
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