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Releases: jrezai/lvnauth

LVNAuth v0.5

16 Apr 02:04
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March 19, 2024

  • Added text support for sprites. You can now show text on character sprites, object sprites, and dialog sprites. The purpose of showing text on sprites is to make way for eventually being able to create buttons in a future version. Click on the 'Wizard' button and choose the Font category to see the new sprite text-related commands.

  • The screen for a visual novel is now updated all at once on each frame instead of multiple rectangular areas. This should help improve performance and make it easier to maintain the code.

  • Added Flatpak support.

  • Fixed bug: when a non-animating scale or rotate was applied to a sprite and then a gradual fade was applied, it lost the scale/rotate values.

  • Fixed bug with commands such as <character_show> not swapping out a sprite that is queued to become visible. In some cases, this caused two sprites with the same alias to appear on the screen.

  • Fixed bug with the new project window not showing a proper error message box when a new project can't be created in the specified directory.

LVNAuth v0.4

12 Jan 03:15
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January 11, 2024

  • Added variable support. You can now define preset text to a variable and use variables in your scripts using the $ symbol inside parantheses. For example: <character_show: ($myvariable)>. There is also a new command for setting values for variables: <variable_set>.

  • Added a new right-click context menu to rename chapters, scenes, objects, etc and to move treeview items up and down.

  • Added an 'Episode' field to Story Details, which can be used for specifying an episode number for your visual novel.

  • When a new folder is created, it is selected in the treeview so it's easier to see the newly created folder.

  • The Launch window is now centered on the screen by default.

  • Fixed bug with <wait_for_animation> showing an error when waiting for a screen fade.

  • Fixed bug with visual novel window not closing sometimes, causing the window to freeze.

  • Fixed chapter/scene display orders being out of order sometimes in the Launch window.

LVNAuth v0.3

04 Dec 02:27
8cc9049
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December 3, 2023

  • Added syntax highlighting when writing scripts. This will make it much easier to see commands and dialog text.

  • Added the ability to create and edit color presets via a new Colors toolbar button.

  • Added three commands to the wizard: <dialog_sprite_center_x_with>, <object_center_x_with>, <character_center_x_with>

  • Fixed display of 'Fade-out speed' showing as 'Fade-in speed' in the <scene_with_fade> wizard screen.

  • Fixed the scenes drop down menu in the wizard only showing scenes in the first chapter.

  • The numpad Enter key can now be used when writing scripts (before, pressing the numpad Enter key did nothing).

  • Clicking on the middle mouse button (scroll button) no longer pastes text from the clipboard to the script editor.

  • Fixed sprite rotation not starting when set to rotate to a specific angle.

  • Fixed stop angle being off when rotating clockwise (for example: specifying a stop angle at 45 degrees was stopping at 315 degrees, due to the way clockwise angles are specified in pygame.

  • Fixed <wait_for_animation> sometimes unnecessarily waiting for a fade animation even after the fade finished.

LVNAuth v0.2

14 Nov 03:54
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November 8, 2023

  • Reusable scripts can now use tokens. For example, in a reusable script, if you have (@character), you can use <call: some script, character=Bob> and the (@character) token inside the reusable script will get replaced with the name of the character (in this example: Bob).

  • Added a new command: <scene_with_fade>, which is used for fade-transitioning to a new scene. You can use <scene> by itself if you don't want to use a fade effect when transitioning to a new scene.

  • Added a new command: <wait_for_animation>, which waits for specific type(s) of animations before resuming a scene's script. It does not pause reusable scripts, but can be called from a reusable script.

  • Added <no_clear> to the wizard.

  • Fixed a display bug with the dialog rectangle which caused the border to get stuck when fading out.

  • Fixed: the on_halt and on_unhalt reusable scripts run at the right times now, regardless of the font animation.

  • Fixed a bug where sometimes dialog text was skipped after using <halt_auto> in sudden-font mode.

  • Proper support for multiple audio channels. An implementation existed before, but it didn't fully utilize pygame-ce audio channels.

  • Prevent on_halt reusable script from starting when halt_auto is used.

  • The command will now stop the current scene script from playing any further, before loading the new script.

  • Added hidden scene support. Hidden scenes will not show up in the Launch window. This is useful for creating small, maintainable scenes that are part of a bigger scene. The purpose is to be able to quickly preview small hidden scenes from the Editor without having to re-watch and entire scene from the beginning. To create a hidden scene, include a period in the beginning of a scene's name. For example: .Outside scene

  • Added 'c' key shortcut for copying the locations of visible sprites when previewing a scene in the editor.

  • Added 'h' key shortcut to hide/re-show the mouse coordinates at the top of the visual novel, when previewing a scene in the editor.