LVNAuth Tutorials - Fading sprites
There are a number of simple animations that can be done with sprites in LVNAuth and one of those is fading. By sprites, I mean images.
It's possible to apply a fade in or fade out animation to character sprites, objects, or dialog sprites. It's even possible to adjust the fade-speed.
One common use of fading in is when you want to introduce a character on the screen.
Here is an example script to make a character, with the alias theo, show up on the screen.
<character_show: theo>
<character_fade_current_value: theo, 0>
<character_start_fading: theo, 100, 255>
Here is a breakdown on what each line does.
| Command | Explanation |
|---|---|
<character_show: theo> |
We must show the character sprite before we can use it. Here I'm telling it to show a character sprite named theo. |
<character_fade_current_value: theo, 0> |
This will set the starting fade position to zero, which means fully transparent. Since we're going to fade-in the character gradually, it makes sense to start with 0 opacity. |
<character_start_fading: theo, 100, 255> |
Starts the fading animation at a speed of 100 and it stops when the opacity reaches 255 (fully opaque). Opacy ranges are from 0 to 255. 0 means fully transparent, 255 means fully opaque. Any number in between is considered a semi-transparent value, such as 150. The speed range is from 1 to 15000 |
Note: The sprite has to be visible before starting the fade animation; otherwise the fade animation won't work. You can make a character sprite visible by using the command <character_show>. For example: <character_show: theo>.
Fading-out is similar to fading-in with some slight differences.
<character_show: theo>
<character_fade_current_value: theo, 255>
<character_start_fading: theo, 100, 0>
In the script above, we're starting at full opacity (value of 255) and we're fading-out until it reaches 0 (zero) opacity.
All the commands for fading-in and fading-out are available by clicking the Wizard button in LVNAuth.
Last updated: Fri 02 January 2026