UPDATE 0.96


0.96 (March 17, 2026)

--------------------

BREAKING CHANGETranslation lines for dialogue now include a "checksum" in the prefix, calculated from the line text (instead of the order of the lines)

This allows to add / remove / change lines of any dialogue without being a mess for translations. (the order doesn't matter anymore and only the modified lines have to be retranslated)

For compatibility reasons, if you want to keep the old behavior, create a VNCONFIG.txt file at the root of your VN folder and put this value inside:

COMPAT_TRANSLATEID=1

BREAKING CHANGE: PROGRESS command no longer does an automatic save.

It could result in various issues like black thumbnail if done in between rooms. Now it's recommended to manually place a SAVE=AUTO command.

Added: You can now set the icon of your game on Windows.

Put a [folder name of your VN].ico file into the icon/ folder and it should be set automatically.

Added: LOOP to call an event multiple times, for each element of a LIST variable

NB: Also creates a variable ORDER_(variable name) from 1 to the number of elements

Added: You can now do proper maths with INTEGER variables when using SETVAL.

Added: You can now get WIDTH, HEIGHT, X and Y of a TEXT/IMAGE/CLICKER and set them as value for a variable.

You can also check if one of them EXISTS.

Added: Depth for FADEIN/FADEOUT and ROOMSWITCH.

Added: set GROUP on an instance (TEXT, CLICKER, IMAGE, TIMER) in order to manipulate several similar instances easily

NB: For now this only works for removing all elements of a GROUP.

Added: HOTSPOT / HOTSPOTX/Y / HOTSPOTICON on a CLICKER allows the users to display this hotspot by pressing the dedicated button (SPACE/X)

NB: If any hotspot clicker is active, "skip cutscene" gets disabled (since that's the same button and we don't want background elements sped up)

Also the hotspot view will not work if the input usually used is already bound to a specific clicker.

If specifying HOTSPOTX/Y then it's automatically considered a HOTSPOT.

Added: SOUNDSTOPALL to automatically disable all sounds (except music & ambient)

Added: VOICESTOP to disable a specific voice instance.

Added: VOICESTOPALL to automatically disable all voices.

Added into documentation: CONTEXT and COMM can be used in dialogue to give explanations for voice actors and translations.

Added: We can keep the character "," in a list by using "\" (to avoid splitting automatically on it)

Added: It is now possible to remove a background by setting to empty string BACKGROUND=

Added: We can now check if a sound is playing by using PLAY in a IF condition, before the variable GM_VOICESAMPLE (for voices) or GM_ACCESSSAMPLE (for accessibility) or the sound ID (for regular sounds)

Added: Error message if commands are put outside an EVENT.

Added: Ability to check if a file exists with (for example) IF FILE_VOICE VOICE_FILENAME = TRUE ...

List of options: FILE_ACCESS, FILE_VOICE, FILE_SOUND, FILE_IMAGE, FILE_BACK

Added: "Debug texts" in debug menu F3.

Added: It's now possible to know what event called the one we analyze with the instruction:

MSG=STACK

Added: Setting the accessibility key (or a list of them) on a CLICKER with ACCESS

Added: It's now possible to add the "accessibility prompt & autodetection" by calling  the event VN_ACCESS_MAINMENU

Added: FLUSH command to remove assets (images & sounds loaded) from RAM/VRAM.

This is to be used when the screen is fully faded out (no graphics appearing)

Normally this is already done automatically but if any image is still on screen somehow, it won't so you can force it.

Two options: AUTO (removes the minimum recent stuff from memory) or FORCE (removes everything, forcing a reload but cleans memory much better)

Added: Dialogue log now includes the current dialogue (up to the current speech.)

Changed: The master variables in config.ini are now only saved at the next checkpoint (or the next automatic/manual save)

This avoids possible data loss and doing multiple saves of this file at the same frame.

Changed: When using a LISTSTRING or LISTINTEGER, SETVAL now resets the value each time. To add only a value, use ADDVAL.

Changed: The inventory is now treated as a regular LISTSTRING variable named G_INV.

This means you can use regular variable functions with it, for example to check if the player owns an item.

No change to ITEMADD/ITEMREMOVE.

Changed: The "Debug missing translations" option now removes empty files for more clarity.

Changed: It's now possible to do both MOVEX and MOVEY on the same IMAGEMOVE.

Fixed: Loading a save would trigger an error if the variable used for the image filename was a temporary one.

So now, images filenames are always saved with the variable already replaced.

Fixed: TEXT moved incorrectly with zooms.

Fixed: TEXT instances weren't correctly removed with REMOVEALL=INSTANT.

Fixed: EFFECTZOOM sometimes didn't work or not correctly.

Fixed: Generate missing lines for translations in debug menu was only partially working.

Fixed: Depth for ABOVE_CHAR was wrong so a picture would still be displayed above text when using it.

Fixed: Entering debug menu now pauses the action.

Fixed: Vertical alignment setting on TEXT didn't work.

Fixed: It was possible to do SETVAL on a GameMaker variable, but not ADDVAL.

Fixed: ALPHA on TEXTNEW didn't work correctly when using SPEEDSHOW

Fixed: It is now possible to call another TEN after an IF/ELSE block.

Fixed: Crash if using some commands like CLICKERNEW as the very first line of an event.

Fixed: Sounds and voices are now stopped when loading a save.

Fixed: Using variables in a conditional TEN wasn't working.

Fixed: Missing Spanish accents in engine translation.

Fixed: Various issues with selecting clickers with DPAD / accessibility keyboard keys.

Fixed: Accessibility for the choice title was no longer working.

Fixed: Memory leak when a choice is displayed on screen.

Fixed: SOUNDSTOP only worked the first time you did it on a sound.

Fixed: Particle frequency was wrongly calculated.

Fixed: Automatic save would not work correctly when there's no dialogue.

Fixed: Saving also saved the current event, which is a mistake (it would be called again when restoring the save.)

Fixed: MSG instruction order wasn't always respected.

Fixed: Issue with reusing the same image ID with a different filename. (autoplay icon fixed)

Fixed: Changing language now attempts to automatically retranslate clickers.

Fixed: The <= conditional operator was incorrectly implemented.

Fixed: Positioning issues for scrollable menu clickers in menus.

- Fixed: Saving did not restore the exact image frame correctly. (for animations)

Fixed: IMAGEREPLACE could mess up if called more than one time on the same image.

Fixed: Accessibility "large fonts" and "clipboard narration" options now work correctly.

It's now possible to add an ACCESS.txt file to add clipboard specific text.

Fixed: Accessibility descriptions were no longer showing.

Fixed: Memory leak with sounds (replaying the same sounds would constantly load them.)

Fixed: Memory leak with some data structures.

Fixed: Dialogue characters expressions, positions etc are now correctly restored (when the save happens mid dialogue)

Fixed: A condition on a variable removed / no longer existing doesn't crash anymore.

Files

BROKVN_Engine_WIN_0.96.zip 88 MB
Mar 17, 2026

Get BROKVN - Visual Novel Engine

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