LVNAuth 1.1 released

LVNAuth version 1.1 is out and includes some important changes in the way it handles animations.

Frame rate independence

Prior to version 1.1, all animations were tied to the frame rate. The frame rate is set to a fixed 60 frames per second. However, if a visual novel is played on a slow computer, it may not reach 60 frames per second (just like it won't in a video game) and the animation would run slower. Now with version 1.1, if there's a slow down, the next frame will try to catch-up where the animation should be, had it not been slowed down in the previous frame. This is important because if you're syncing music with what's being displayed in the visual novel, events need to be synced with the music as closely as possible.

With this change, all animation speeds will be affected in your visual novels. You'll need to review and probably revise the speed of the animations because the range of animation speeds have been changed.

For example, letter by letter fade in effects used to only have a speed between 1 and 10. Now it's been changed to allow a speed between 1 and 1200, which allows for finer speed adjustments. So continuing with this example, if you currently have a letter by letter fade-in speed set to 5 (on a scale between 1 to 10), well 10 has a different meaning now. It will now mean a speed of 10 out of 1200, which will be much slower. This breaking change is necessary for animation accuracy, regardless of the frame rate, going forward in LVNAuth. So if you've started a visual novel in LVNAuth, please review it thoroughly after upgrading to LVNAuth version 1.1.

Animation commands are easier to use.

Starting an animation now just requires one command. It's easier to start animations.

This is what a fade animation used to look like, prior to version 1.1. Let's assume the character alias is theo.

Prior to version 1.1 - starting a fade out animation

<character_fade_speed: theo, 11, fade in>
<character_fade_until: theo, 0>
<character_start_fading: theo>

Version 1.1 - starting a fade out animation, just one line!

<character_start_fading: theo, 753, 0>

theo is the character's alias
753 is the fade out speed
0 is the destination fade value. Zero means fully transparent.

There is no need to memorize the commands and parameters. Clicking on a value will show you what that value is for and editing the command is as easy as right-clicking on the command and choosing 'Edit'.

No more delay commands

Most delay commands have been removed and no longer work, because there is no need for them anymore.

For example, these commands have been deprecated:

<character_fade_delay>
<character_rotate_delay>
<character_move_delay>
<character_scale_delay>

<object_fade_delay>
<object_rotate_delay>
<object_scale_delay>
<object_move_delay>

<dialog_sprite_fade_delay>
<dialog_sprite_scale_delay>
<dialog_sprite_move_delay>
<dialog_sprite_rotate_delay>

The reason is: animations now offer finer speed adjustments, so there's no need to delay an animation anymore.

Full release notes - Version 1.1

Here are the full release notes:

LVNAuth 1.1

December 31, 2025

Removed Replacement
<_move> Now part of <_start_moving>
<_fade_speed> Now part of <_start_fading>
<_fade_until> Now part of <_start_fading>
<_rotate_speed> Now part of <_start_rotating>
<_rotate_until> Now part of <_start_rotating>
<_scale_by> Now part of <_start_scaling>
<_scale_until> Now part of <_start_scaling>

For example: prior to this update, if you wanted to fade a sprite, you would have to use 3 commands: fade_speed, fade_until, start_fading. Now it just requires 1 command: start_fading. That single command takes the fade speed and the stop instructions. This makes scripts shorter and easier to edit.

<font_text_fade_speed> and <sprite_font_fade_speed> have been removed. The commands that have replaced them are:

<font_text_fade_letter_speed>
<font_text_fade_all_speed>
<sprite_font_fade_letter_speed>
<sprite_font_fade_all_speed>

The reason for two commands instead of one is because a letter by letter fade-in effect accepts different speed settings compared to a complete-text fade-in effect. A complete fade-in text effect has a max speed value of 10, whereas a letter-by-letter fade-in has a max speed value of 1200.

<character_fade_delay>
<character_rotate_delay>
<character_move_delay>
<character_scale_delay>

<object_fade_delay>
<object_rotate_delay>
<object_scale_delay>
<object_move_delay>

<dialog_sprite_fade_delay>
<dialog_sprite_scale_delay>
<dialog_sprite_move_delay>
<dialog_sprite_rotate_delay>