LVNAuth version 1.3 has been released and is available in the download section.
The highlight of this release is the ability to create animations with a sequence of images.
LVNAuth doesn't support video playback which also reduces the dependencies that the application needs. Instead, you can now show sprite images in sequence to create an animation, similar to video playback.
Here's how it works:
Let's say you have three sprites of a bird, named: wings up, wings level, and wings down. You'll be able to do something like this:
<sequence_create: bird wings animation, object, 0.1, wings up, wings level, wings down, wings level>
<sequence_play: bird wings animation, repeat>
The first command (sequence_create) will prepare the animation. The second command will play it. Every 0.1 seconds, wings up, wings level, wings down, and then wings level again, will be shown in sequence.
The parameters for the <sequence_create> command are:
<sequence_create: name of the sequence, sprite type, delay in seconds, comma separated sprite image names>
The parameters for <sequence_play> are:
<sequence_play: sequence name, number of times to play the sequence (or 'repeat' to loop the animation)>
Here are the full release notes for version 1.3:
LVNAuth 1.3
February 21, 2026
- Added sequence animation support. Creating flip-book style animations is much easier than before. This feature will allow you to change sprite images in sequence like a flip-book, resulting in the creation of an animation. Let's say you have three sprites of a bird, named: wings up, wings level, and wings down. You'll now be able to do this:
<sequence_create: bird wings animation, object, 0.1, wings up, wings level, wings down, wings level>
<sequence_play: bird wings animation, repeat>
All the new sequence related are commands are as follows:
<sequence_create>
<sequence_change_delay>
<sequence_final_frame>
<sequence_play>
<sequence_stop>
<sequence_stop_all>
<wait_for_sequence>
<wait_for_all_sequences>
-
Added the ability to wait for camera zoom/pan and camera shake effects. This allows your visual novel to optionally wait for those effects to finish before your story continues.
The new wait options are available as part of the command<wait_for_animation>, which are:
<wait_for_animation: camera shake>
<wait_for_animation: camera movement> -
Renamed all
dialog_related commands to dialogue_ (due to a spelling mistake). Example:<text_dialog_show>is now<text_dialogue_show>, etc. This impacts all dialog_ commands. This will require all dialog_ commands to be renamed in your visual novel scripts to the right spelling (from dialog_ to dialogue_). Another example:<dialog_sprite_show: flower>would now be<dialogue_sprite_show: flower> -
The Wizard window now lists the most common categories at the top of the list, with a unique row background color. The rest of the categories are sorted alphabetically.