LVNAuth Tutorials - Font Sprite Sheets
To follow this tutorial, you need to have:
A font sprite sheet added to the 'Font Sprites' tab in LVNAuth.
Note: If you need a ready-for-use font sprite sheet, there is one available for download (licensed under CC0). The dimensions of each letter in this font sprite sheet are 30x42 pixels
.
Have all the properties of the font sprite sheet configured (in the window that appears after you double-click on a font sprite sheet).
If you have a font sprite sheet that you want to use in your visual novel and it's already added to LVNAuth, use the command <load_font_sprite...>
to load the font sprite sheet so it will be ready for use.
For example:
If your font sprite sheet is named, font_sprite_sheet_16x26
, then add the following command to a chapter script:
<load_font_sprite: font_sprite_sheet_16x26>
This now means the font sprite sheet is loaded into memory and is ready to be used. Then, we can use another command:
<font: font_sprite_sheet_16x26>
That means we've switched our visual novel to use the font. We have load multiple font sprite sheets, but only one font sprite can be active at a time. So the <font>
command makes the font active.
Now that a font sprite sheet has been loaded and set as active, we can start using it in the visual novel.
<text_dialog_define: 550, 120, 75, fade in, fade out, mid bottom, 0, 0, 0, 0, 5, 115, yes, none, none, none, none, none, None>
There is no need to memorize long commands like the one above. Click on the Wizard button and then go to Dialog -> text_dialog_define. Choose the options that you want and then click OK.
Next, we need to use a command to show the dialog rectangle.
<text_dialog_show>
<load_font_sprite>
<font>
command.<text_dialog_define>
command in your scene's script.<text_dialog_show>
Character dialog texts don't use commands. They are simply typed in as regular text. After the <text_dialog_show>
command, type some regular text.
For example:
<text_dialog_define: 550, 120, 75, fade in, fade out, mid bottom, 0, 0, 0, 0, 5, 115, yes, none, none, none, none, none, None>
<text_dialog_show>
Hi this is a test
You should now see the dialog text of your character.
The key commands we used were: <load_font_sprite>
and <font>
, along with <text_dialog_define>
and <text_dialog_show>
This concludes using a font sprite sheet with LVNAuth.
Last updated: Sun 09 July 2023