LVNAuth version 1.5 has been released. A lot of effort was put into fixing bugs and adding new features to make it easier to create visual novels.
For example, when you open a script for editing and then change to a different script, it will remember the line and position you were on if you return to the first script. It keeps track of which lines you were so you don't have to scroll back to the last position each time.
Also, the Trace Tool has been improved. It lets you see the font in real-time as it's being traced. In previous versions, you had to click on the 'Generate' tab to see a preview each time. Now a live preview will be at the bottom of the trace.
A full screen option is now available for visual novels. You can have your visual novel start full screen or your users can press F11 on the keyboard to make it full screen (or Alt+Enter). To exit full screen, your users can either press F11 again or ESC.
Here is a detailed list of changes that are included in version 1.5:
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Improved the font Trace Tool in multiple ways: 1) Added scrollbars 2) Added a new guide line feature to make tracing fonts easier. The guide line is a horizontal line that shows on the generated preview image. The purpose is to assist with making fine-adjustments to the alignment of traced letters. This helps to ensure all characters sit perfectly on the same baseline. 3) The generated preview image is no longer in a separate tab; it's shown below a vertical separator, making it quick and easy to see the preview image as tracing happens in real-time.
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The editor now remembers the scrollbar and cursor positions when switching between scripts. When navigating back to a chapter or scene, you’ll be returned to exactly where you left off.
Note: These positions are saved for the duration of your session and will reset when the project is closed and reopened.
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Added an option to start visual novels full screen. This option is found in the Story Details window. Full screen can be toggled by pressing F11 or by pressing Alt+Enter. When in full screen, pressing ESC will go to window-mode. Also, the visual novel window is now resizable.
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Pressing the spacebar will now advance the story, similar to a mouse click.
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Fixed bug with the Wizard window not working with the
call>command. Before, when the 'OK' button was clicked for the<call>command, an error occurred. -
Fixed bug with
<load_>commands not being analyzed when they were in a reusable script, being called via the<call>command in a scene script. Prior to this fix, only chapter scripts were able to run reusable scripts containing<load_>commands and have the sprites be actually loaded. Now with this fix,<call>commands can be used in scene scripts to run reusable scripts containing<load_>commands and the<load_>commands will get analyzed properly. -
Fixed bug with the
<call>command causing an error when more than one optional argument was supplied. For example:<call: test, name=Rave, position=4>used to cause an error, due to having 2 optional arguments, but<call: test, name=Rave>worked, because it had 1 optional argument. -
Fixed bug with the
<wait_for_animation>command not working when waiting for "all" (simultaneous) animation types. -
Fixed bug with the
<background_hide>command not working. -
Fixed bug with the audio cutting off abruptly sometimes while playing music.
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Fixed bug: the Story Details description field was read-only, which was preventing the description from being edited.