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CapsuleTeam

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A member registered Oct 14, 2021 · View creator page →

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(2 edits)

Hello izrax, thanks a lot, im glad you like Capsule !!

Actually the expression/sprite stays the same throughout the scene. To switch sprites between dialogues, you currently need to split into multiple scenes that chain together with "Auto Next Scene". Each scene can have a different characters configuration (different expression, position, or even remove a character entirely). Since transitions can be set to none, this feels seamless to the player.

However, that's a relevant idea, so I think I'll add the option to include a BBCode [expr:actorId:expression] in the dialogue to allow changing the expression within the same scene. This would help reduce the number of scenes. Excellent idea!

So in 2.0, in the same scene you will be able to make something like :
[expr:alice:happy]I found the key !
[expr:alice:sad]But at what price...
[expr:alice:angry]I will never forgive !

Thank you so much for the incredible support and the generous donation! Reading your enthusiasm completely made my day. Your adult RPG / dating sim / card battle hybrid sounds like an epic adventure, and it’s exactly the kind of ambitious project I’d love to see brought to life in Capsule! I must admit I've played a considerable number of hybrid visual novels for adults. The card game style (for battles, for example, or for creating conditioning builds) is a fairly niche type of game, and it's not the easiest to make. I wish you the best in your game creation!

Naninovel is an excellent choice for those who are proficient in Unity. Capsule doesn't have Unity's technical power and never will, remaining a monolithic engine. And besides, I'm not trying to compete with engines like Naninovel, which is based on Unity, or DiaLogic, which is based on Godot; they're not targeting the same audience at all. Capsule isn't limited to games; it can be used for interactive lessons, presentations, and more.

As a narrative/RPG engine, Capsule already surpasses well-established engines like TyranoBuilder, Visual Novel Maker, Twine, Narrat, and others. Ren'py remains technically more powerful with its Python code, which unlocks almost unlimited capabilities, but it doesn't measure up in terms of portability, ease of use, security, project management, native features, and even longevity (since an HTML game created with Capsule will still work in 2050). Not to mention that the CapsuleScript DSL is currently the only one that allows for the automated creation of game architectures via simple LLMs.

And this is just version 1.9.0; version 2.0 will add an incredible array of features while increasing stability and power, always keeping in mind the need to make game creation accessible to both beginners and professionals.

You'll be happy to know that several of the features you listed are already in your inventory:

  • Animations: The engine features a built-in Sprite-Sheet Animation system that natively supports variable FPS, looping, and different playback states. (And yes, optimized formats like WebP work perfectly!). It's also easy to use animations created in Spine or Inochi2D. Instead of exporting Spine's native JSON/binary format, for example, you export the animation as a PNG image sequence. You then use a third-party tool (like TexturePacker or Free Texture Packer) to group this sequence into a single grid of images.
  • Custom UI / Stats: The HUD Variables Display system allows you to dynamically show custom variables (like Money, HP, Mana, Stamina) directly on-screen with different visual styles and icons. I plan to make it even more customizable for even more personalized placements or the import of your own background images to customize this interface.
  • SFX & Music: BGM and SFX run on separate channels, and the engine manages overlapping sound effects smoothly.

Regarding your audio requests: currently, the engine operates on two primary audio tracks (Music and SFX) with their own volume sliders in the options, alongside the TTS features (in V2, not released yet). Expanding this into a dedicated 4-channel mixer (BGM, Looping Ambient, Voice, and One-off SFX) with independent on-the-fly volume sliders is a fantastic idea. I am definitely adding this to the roadmap to fully support proper voice-acted VNs!

I would absolutely love to have you onboard as a beta-tester! Feedback from developers pushing the boundaries of traditional visual novels is exactly what I need to make Capsule a true game-changer. Let's keep in touch!

Hi Corvi, thanks for your feedback, i hope you have fun with the engine !

The exported projects all have an obfuscated section, a built-in anti-cheat system.

This makes the file incompatible with any attempt at a complete translation and therefore with importing it into the engine. I wouldn't be able to translate one of these files myself. That's why you absolutely must use the save function. Exporting is only for publishing the game.

For debugging, you already have logic preview, project health, and development mode. No other engine offers this natively.

V2 with include a resolution function to go from 16:9 to 9:16 and even 9:20.

Until then you have to find this in the exported game :

#game-viewport { position: absolute; width: 1920px; height: 1080px;

And replace it by :

#game-viewport { position: absolute; width: 1080px; height: 2400px;

Yes, unfortunately Capsule 1.9.0 is not yet optimized for this type of format, so it won't necessarily be very intuitive.

Hi Goliard, first of all, thank you so much for these tests and your feedback; it's truly invaluable.

I've identified the bug. The `stop` ("Once action") method resets the animation using the trick `animation='none'` on every line of dialogue where the character speaks. Three lines of dialogue = three restarts = animation played three times. The fix: use an `animationend` event to mark the element as `ss-done` after the first playback, and then don't trigger it again.

In short, i fixed it in the upcoming version 2.0, but in the meantime, I recommend using only one line of dialogue when using an animation with the `stop` function. 

Version 2.0 will almost triple the number of lines of code (which is already substantial at over 12,000 lines), so it will take at least one or two months to be released. This is where we're really getting into the most complex functions to code. Since it's a monolithic codebase and any change can create a snowball effect and new bugs, every addition now requires thorough testing.

I'll keep you updated on the progress!

Regarding RenJS's approach to sprite sheets, which was quite innovative when it was released, I must admit I find it uninteresting. It complicates an animation principle that has already proven itself, even within tools like RPG Maker.

I understand the principle, certainly, but either we stick with classic sprite sheet animation or we use Inochi2D or Live2D; we don't create a slightly improved sprite sheet that can ultimately be recreated with more frames.

But playing them backwards as well as forwards is a good idea, i take note about this one !

Hi Goliard!

Thank you so much for your excellent feedback and kind words! Comparing Capsule to such a legendary work as AGS is incredibly motivating!

Regarding dialogue and branching: I deliberately avoided the classic "node-based" approach (a real maze!). Capsule prioritizes a robust timeline system, combined with integrated scene and variable managers. This keeps the interface clear and focused on writing, while still allowing you to create complex, nested scenarios without getting lost in a tangle of lines! If you haven't yet explored the Timeline view in depth, I highly recommend using it to visualize your branching paths! 🗺️✨

Regarding the layer system: Absolutely! When designing the new architecture, a truly easy-to-manage layer system (Background, Props, Characters, Weather, Interface) was a top priority to give you complete creative freedom. It's planned for the final version 2.0. 🎬✨

I'm a huge fan of the Live2D aesthetic! Just imagining characters breathing, blinking, and reacting dynamically on screen gives me goosebumps! Since Capsule uses web technologies, the future integration of a WebGL-compatible puppet system like Inochi2D is an absolutely brilliant idea. I'll be following their development very closely! 👀💖

However, I want to warn you. It's very complex. First, we would need to create a custom system that no longer defines sprites as characters or anything else, but simply as objects, and that allows for the addition of different layers. A large part of the engine would have to be rebuilt. And only once this custom system is finalized could I even consider Inochi2D.

I want to clarify that Live2D will never be integrated into the engine; This would require lengthy negotiations with the studio responsible for Live2D, as well as a considerable financial investment.

Thank you again for opening up such exciting possibilities. Keep sharing your brilliant ideas!

Best regards,

The Capsule Team 🌸

Dear 白棣 ╰(°▽°)╯

You are literally reading our minds! (✧ω✧)

Your concept of "pre-fabricated but rewireable widgets" is exactly the holy grail we are aiming for. Instead of locking creators into a rigid, hardcoded "Inventory System" or "Dress-up Menu", treating these interfaces as fully authorable Scenes changes everything.

Imagine dragging and dropping a "Stat Bar" or an "Interactive Slot" onto a blank canvas just like you do with a character sprite. Linking a specific outfit directly to a story branch? That is peak Visual Novel mechanics right there! (Like unlocking the 'True Ending' just because you equipped the hidden ribbon 🎀).

Breaking apart a dress-up template to build a point-and-click map or a relationship web... this is exactly the kind of boundless creativity Capsule wants to empower. You perfectly described the difference between a simple "tool" and a true "engine".

Your (✧∇✧)期待 is our ultimate dev fuel! Please keep dreaming big with us, because your vision is helping shape the very DNA of Capsule's future architecture.

Let's make this dream a reality! ٩(◕‿◕。)۶

Warmly, The CapsuleTeam

Dear 白棣 (´▽`)❀

Reading your message gave the team a massive buff to our motivation stats! ✧٩(•́⌄•́๑)و ✧ Thank you so much for taking the time to share these beautiful and incredibly insightful dreams with us.

Your vision for the Main Menu as an authorable canvas is absolutely spot on. The ability to break the fourth wall—making the "Load" button glitch out, or changing the entire title screen after a specific route—is exactly what separates a simple visual novel from a deeply immersive "real game" experience. Giving creators the power to manipulate the UI as part of the narrative logic is definitely a core part of the ultimate Capsule vision!

And your thoughts on the Mobile UI and "Simple Mode" are brilliant. You hit the nail on the head: mobile shouldn't be a "dumbed-down" version, but a smarter one. The idea of context-aware tools (like a quick-variable popup when you tap a character sprite) is a fantastic UX philosophy. We want creators to feel like they have a powerful wand in their hands, where the right tool magically appears exactly when they need it, without cluttering the small screen.

Thank you for being so patient while the web editor is undergoing its metamorphosis. Having dedicated creators like you dreaming alongside us makes all the hard work worth it.

Please look forward to the new architecture! Let's keep building amazing worlds together! (ノ◕ヮ◕)ノ*:・゚✧

Warmest regards, The CapsuleTeam

Thank you so much, Goliard! ✨

Reading comments like yours is my greatest source of motivation. I'm working hard to make Capsule the ultimate no-code tool for creators. Even though it's already the most powerful 100% no-code tool available.

Since you're following the updates, is there a feature you'd absolutely love to see in the next version? Let me know! 🌸

Excellent news! To make this update even more impactful, I've decided to skip straight to version 1.9.0.

In addition to fixes for interactive areas and the new "SAVE" button (non-obfuscated project saving), this version introduces two major features:

  • Spritesheet animation support: You'll be able to bring your characters to life with frame-by-frame animations directly within the engine.
  • CapsuleScript: I'm introducing Capsule's dedicated scripting language. While the engine remains focus on no-code development, advanced users will now be able to program complex logic and custom behaviors.

These features require significant changes to the user interface and a complete separation of the "Save" and "Export" logic, so I'm focusing all my efforts on the early release of version 1.9.0, which should be available in a few hours. Thank you for your patience!

(1 edit)

Hi! Thank you so much for the kind words and for testing the new version just in time for NaNoRenO!

Regarding your edits, I have identified both issues and I'm working on a hotfix (v1.8.33) right now:

  1. Hotspot Bug: You're right, there is a refresh conflict in the editor UI that closes the dropdown menu too quickly. I've fixed the UI logic so the list stays open until you've made your choice.
  2. Invalid File Format (Import): This happens because the 'Export' button now includes an anti-cheat obfuscation to protect games when they are published. This process makes the file unreadable for the editor.
    • The solution: In the next update, I'm adding a dedicated 'SAVE' button next to the Export one. This will allow you to save a clean, non-obfuscated version of your project specifically for re-importing and editing later.

I'll push the update very soon (probably in the next hours). Thanks again for the catch, and good luck with your NaNoRenO project!

Hello from France! 🌸 Thank you so much for trying out Capsule VN Engine, it's awesome to see it reach creators in Ukraine!

Currently, the engine defaults to the classic visual novel landscape format (16:9, 1920x1080). However, since Capsule exports everything into a single, clean HTML file, you can easily "hack" it to fit a 9:20 vertical smartphone format!

Here is the quick ninja way to do it:

1. Tweak the Engine's CSS Once you export your game, open the .html file with any text editor (like Notepad or VS Code). Look near the top for the <style> tags. Find the #game-viewport rule and change the resolution:

  • Change: width:1920px; height:1080px;
  • To: width:1080px; height:2400px; (This gives you a perfect 9:20 ratio!)

2. Adjust the UI Because the screen is now narrower, you might want to find the #dialog-box in the CSS and adjust its width and bottom margins so the text box fits perfectly on a vertical screen like a modern Otome game. 📱

3. Use Portrait Backgrounds Simply upload vertical backgrounds (1080x2400) directly into the engine while building your story. They will look stretched in the editor, but will display perfectly in your final modified HTML file!

I am definitely taking notes and planning to add a native "Vertical Mode" switch inside the editor for a future update. I would love to see the vertical novel you create with it! ✨

Hello!

Thank you so much for your interest and for reaching out. You are absolutely right—version 1.8.32 introduced a lot of powerful mechanics (like the inventory, QTEs, and advanced logic) to help creators build rich, anime-style visual novels, and proper documentation is the next logical step!

Right now, I am looking into the best way to provide this. I am planning to create a comprehensive guide to cover all the features.

In the meantime, don't hesitate to rely on the tooltips available inside the editor (especially in Expert Mode), and feel free to ask any specific questions you might have right here in the comments. I'd be more than happy to help you figure out a specific feature!

Happy creating! 🚀

Dear 白棣, (≧◡≦) ♡ Thank you so much for another incredibly thoughtful and inspiring message! I truly appreciate the time you take to share these visionary concepts. Your ideas align perfectly with the ultimate goal of the engine.

Let’s break down your brilliant suggestions:

1. Visual Layer Management (Z-index) You hit the nail on the head. Giving creators the freedom to visually arrange layers (putting a sprite in front of the dialogue box, or hiding UI elements) is a massive quality-of-life feature. It’s essential for dynamic scene composition and is definitely something that needs to be addressed to give creators full control.

2. The "Dress-up & Branching" System (Paper-Doll) This is a fascinating idea and a staple of the genre! Technically speaking, piecing together anime-style character sprites part by part (base body, expressions, outfits) is fantastic for performance. It significantly reduces the overall file size and loading times compared to exporting dozens of full-body images.

However, the major trade-off is the user experience. Implementing a multi-layered paper-doll system drastically complicates the engine's UI and makes the learning curve much steeper for the average user. My core philosophy with Capsule has always been "minimal friction." Building a complex visual editor for this—especially on mobile screens—could easily overwhelm beginners and clutter the workspace. Still, it remains a very powerful concept that I am keeping in mind as the engine matures.

3. Meta Save/Load Interface Allowing the UI to react to the narrative (like a glitching save slot) is a fantastic concept for meta-storytelling. Opening up the UI customization to game variables is an exciting long-term idea.

The Realistic Path Forward: As you may have seen, we recently released v1.8.32, which focuses heavily on core mechanics (inventory, point-and-click, stability). While I am actively working on future updates, designing these advanced visual tools (like drag-and-drop layer panels) so that they remain intuitive and uncluttered on small mobile screens is a monumental challenge. We have features like the 'Simple Mode' precisely to clear up screen space on phones, so we have to tread carefully not to undo that.

Please know that I have added these concepts to the core feature backlog. We will build towards this dream step by step, ensuring the foundation remains accessible for everyone.

Thank you again for dreaming big alongside me! Keep the amazing ideas coming!

Best regards, (¯︶¯)🚀

I try... I try ;)

Wow, thank you so much for your feedback! 🌟 It's great to see that you're planning to create a horror and puzzle game with Capsule.

You're currently using version 1.6.2, but I have some excellent news: almost everything you mentioned is already implemented in the upcoming v1.8.0 update (and that's just a small part of all the new features coming in version 1.8.0)!

Interactive Zones: The new version introduces a complete point-and-click system (interactive zones) with customizable cursors (magnifying glass, hand, etc.). You'll be able to create real puzzle scenes.

Customizable Main Menu: It's already possible to bypass the main menu in version 1.6.2; just go to GUI and check the Enable Auto-Start box.

Hiding dialogues: This is already possible. When editing a scene, simply leave the name and dialogue fields empty to make the dialogue window disappear.

Animated salt ring: This won't be available in version 1.8.0 (although effects can already be applied to character appearances), but it's already functional in version 1.9.0, which I'm currently working on. This upcoming update will support sprite sheets, allowing you to easily create looping animations for any character (or object).

I'm working hard to refine Capsule VN Engine. Stay tuned, version 1.8.0 should revolutionize your project! 🚀

Thank you so much for this incredible support! 🌟 It is rare and refreshing to meet a creator who understands the heavy technical backend (Gradle/SDKs) required for native packaging.

Regarding your wish for mobile interface optimization, I have taken good note of your suggestion for collapsible toolbars; it's a great idea to further maximize the creative space on smaller screens.

I am fully committed to making the mobile editor as powerful as the desktop one. Thank you for sticking with Capsule, your feedback helps shape the engine!

Happy creating! 🚀

Hi 白棣! 🌸

Thank you so much for your heartwarming message! Your support and enthusiasm for the Capsule Engine journey mean the world to me. Reading that my work makes game creation more accessible is exactly why I started this project. ദ്ദിᵔ.˛.ᵔ₎

Regarding your "ultimate dream" of mobile-to-mobile packaging: I hear you loud and clear. I completely understand how revolutionary it would be to go from a mobile browser prototype to a final APK without ever touching a PC.

As you suspected, it is a complex undertaking. Currently, the packaging process relies on heavy desktop tools (Java, Gradle, and the Android SDK). However, your feedback is sparking some very interesting thoughts for the future:

  1. Cloud Packaging? A remote build service is a possibility I'm starting to analyze. However, hosting servers capable of "heavy" Android compilation is quite expensive. To make this sustainable, it would likely have to be a premium feature or a strictly limited service to cover maintenance costs.
  2. Accessibility First: My goal remains to keep game creation as open as possible, so I'm looking for the best balance between cost and portability.

While I can't promise a mobile version or a cloud service immediately, please know that your perspective as a mobile creator is invaluable. I will keep it in mind as I plan the next evolutions of the Capsule ecosystem.

Thank you for being such a dedicated fan! Keep creating, keep dreaming, and stay tuned! ♡(´∀`)人(´∀`)♡

Best regards, CapsuleTeam

Happy Birthday, 白棣! (≧ω≦)/♡

That is such a wonderful coincidence! I am so happy that my answer could be a small gift for your special day. Thank you for your kindness and your enthusiasm! 🎂

Regarding your excellent questions, I have some very good news for you:

1. Offline Editor (Great news!) You actually don't need to wait! The downloadable version currently on the Itch.io page (the .exe file) IS the full Offline Editor.

  • How to use it: simply download and install the software. It contains the full engine and runs completely offline on your PC, exactly like a native app. No internet connection needed!
  • For non-Windows users: Since Capsule is built on web technology, I am also considering uploading the "Raw HTML" version as a portable alternative for Mac/Linux users who cannot run the .exe installer.

2. Mobile-Friendly Editor This is a big challenge! Since v1.8 wil add many complex features, the editor interface is getting quite dense.

  • Future status: It will work reasonably well on Tablets (iPad/Android tablets) via the browser version.
  • Smartphones: It is currently a bit difficult to use on small phone screens, but I am noting your request. I will try to improve the CSS responsiveness for the "Studio Mode" to make it at least usable for quick edits on mobile!

3. Tutorials Yes! With the new features, I am planning to release a "Capsule Wiki" or simple PDF guides with the v1.8 release. I will try to make them translatable so the community can help with different languages.

And yes, the HTML-to-APK tutorial is still a priority. I want everyone to be able to put their games on mobile easily.

Have a fantastic birthday and thank you for following the project!

Best, Capsule Team

Hello again CH白棣! (つ✧ω✧)つ

Thank you so much for this incredibly detailed feedback! I really appreciate you taking the time to explain the logic and even citing Kocho as a reference (I remember this engine, it had some great ideas!).

I have great news for you: You are perfectly in sync with my roadmap.

i was just analyzing the roadmap for the next major updates, and a "Text Input / Keyword System" is actually in our priorities! Your suggestion confirms that this is exactly what creators need right now to unlock the Mystery/Puzzle genre.

I will definitely implement the logic you described:

  • Input Variable: Storing what the player types into a variable (e.g., player_answer).
  • Keyword Matching: Checking if the input contains specific words (Fuzzy match) or matches exactly.
  • Conditional Logic: Jumping to different scenes based on the result.

Consider it done! This feature will be integrated into the upcoming v1.8 update (because the 1.7 is already done but not released yet).

Thank you for helping us shape the future of Capsule. Your feedback is invaluable! ❤️

Best regards, Capsule Team

Hello! (✧ω✧)

Thank you so much for your energy and kind words! It really motivates me. I am indeed working hard to make Chinese support a reality soon.

Regarding your questions:

1. Mobile Packaging (APK): Actually, Capsule VN Engine is inherently optimized for this! Because it exports a Single HTML File with zero external dependencies (no folders, no loose assets), it is incredibly easy to wrap into an APK. You can use tools like Capacitor, Cordova, or even simple "Website to APK" converters. You just feed them your game's HTML file, and since all data is embedded inside, it works offline on mobile immediately without any path/loading issues. We plan to write a tutorial on this in the future!

2. The Characters: I am so happy you like them! Yes, they are the official mascots of the engine.

  • The green-haired girl is Aiko, she represents the logical/coding side of the engine.
  • The red-haired girl is Laetitia, the creative artist soul that help me!

I would be absolutely honored to see your illustrations of them! Please do share them if you draw them one day!

Thank you again ♥

Hi goliard!

Thank you for the kind words about the splash screen!

Regarding your issue: Yes, installing/running it directly inside the Itch.io App makes a difference.

The engine uses the native browser command prompt() to ask for the new scene's name. The Itch.io Desktop App's internal browser often blocks these popup windows for security/UI reasons, which is why nothing happens when you click the button.

The engine is designed to run in a real browser environment to function correctly as an editor.

Happy creating !

Hello TheDivide,

Thanks for your feedback, i wish you the best with your project.
Concerning the effects, I'm working hard on it, you've given me a real challenge! But i think it should be done in the next version.

I'm glad to tell you that next version will include a "splash screen" function. Coming soon :)

Hello my friend,

Thanks for your feedback. Sure, i will add chinese and japanese in the future.

Yes, this character will probably be our muse for the rest of Capsule's life :)

(1 edit)

Hello goliard,

I'm glad you manage to use it well. You should take a look to the last update, it will make your experience better. About your observations :


- You can delete a scene, just select a scene and click on the red button called "delete", next to "duplicate" and "rename".

- It's a good point, i will think about it.

- You can have many character appearance in the last update:



- It's fixed in the last version, i managed to make a test with more than 50 scenes without any bug.

Thanks again for your feedback, it helps a lot !

(1 edit)

Hello goliard,

I'm glad the webp works !

As I mentioned above, compressing your images is essential; it's THE technical limitation of encapsulation. Furthermore, what's the point of using 4K or 2K for a visual novel? 720p displays perfectly well on a large computer screen. I even recommend, when compressing to WebP, keeping only 75% of the quality; that's more than enough.

Regarding repeating a background across multiple scenes, it's a good idea, but there's a technical issue: In the architecture (JSON), each scene is independent. If we allow an "empty" background to "keep the previous one," it creates a major problem for loading save files.

For example: The player saves at Scene B. If they load that save, the engine won't know what the background was in Scene A, and the player will get a black screen.

However, the "Duplicate Scene" feature partially solves this problem! By duplicating Scene A to create Scene B, the background image link is copied. This is transparent for the player, efficient for the creator, and safe for the code.

It's a good idea, I'll add it, thank you very much :)

EDIT: i've just added it in v1.1.4, enjoy :)

Hi Goliard,

Yes, you can send me the file so I can tell you where the problem is coming from; it would be a pleasure :)

In the meantime, here's some advice for developers, because this is often what can cause bugs:

Keep in mind that an HTML file shouldn't exceed 100MB for what I would call a decent display, and 50MB for older browsers and systems. That's why the chaptering system with tracking to a separate HTML file was implemented.

Base64 encoding greatly increases the file size; a 1MB image then weighs around 6 or 7MB. That's why you should use .webp for images, which reduces image size by more than 90%. The same goes for videos and music... Really be careful, the file size increases rapidly; it's the technical limitation of encapsulation.

For easy and free compression, use Google's application:

https://squoosh.app/

But rest assured, with proper compression of images, videos, and audio, you can have around fifty images, background music, and a few videos for animations for a single chapter.

Thanks for your feedback, I'm glad you like the app. The next step is to allow users to edit scene names and also move them around, in case they accidentally switch scenes.

I think the update will be live soon (probably today).

I'll be launching a Jam soon to invite developers to test the app, and I hope you'll be among the participants :)

https://capsuleteam.itch.io/capsule-vn-engine

Capsule VN Engine is a modern, web-based tool designed with one obsession: removing the friction between your idea and your players. Whether you are a seasoned developer looking for a rapid prototyping tool or a complete beginner writing your first interactive story, Capsule handles the technical complexity so you can focus on creating.

The name "Capsule" defines the engine's unique architecture and purpose:

  • All-In-One Containment: Just like a space Capsule carries everything needed for a mission, a Capsule game file (game.html) contains your entire game—engine, assets, scripts, and save system.
  • Zero Dependencies: A Capsule game doesn't need a server, a database, or an installation wizard. It is hermetic and autonomous.
  • Ultimate Portability: A Capsule is made to travel. Send your game via email, drop it on Discord, or host it on any static web page. If a device has a web browser, it can run your Capsule.

I would be happy if you could try it, every feedback is a great help !


(1 edit)

Hi Goliard,
Can you add a screenshot please? I just tried with Edge, Opera and Chrome and it's working.

EDIT: I've been working on a new multilingual model; now the application appears in English by default, both the application itself and the preview. This should have resolved your issue.

To add other languages, you need to click the "CONFIG" button. If you change the interface language and have added the language via "CONFIG", the preview will change dynamically.

(1 edit)

Hi,

Thanks for your feedback. If you're referring to the application itself, it's normally set to English by default. Otherwise, you need to click the button to change the language in the menu at the top right.


If you're referring to the visual novel preview on the right, it's possible that the preview was displayed in French.

In that case, click on "Config." This will display the visual novel's start screen. There, click on "Options" in the preview screen and select English. This should fix the problem and save your preference locally in your browser. So, every time you log back in, it will be in English.


Let me know if this resolved the issue.

Thanks!

"False" is working well, thanks a lot!

Hello Kirill,

Maybe i'm not using it right, but i don't manage to stop music even with the stop sound function:

I can only add new music to skip the previous one.

Ok thanks Kirill. You're welcome, you really deserve feedback.

Hello Kirill,

Some small display bugs on live preview.
- personalized CSS style won't show
- personalized Font won't show

Example (with rollover effect and Moms typewriter font):



(5 edits)

Nice example for the variables, i will try it soon.

If you made a banner/button to advertise your great engine, i will be happy to add it in my game.

"for nw.js the command would be like this: nw.Shell.openExternal(\"https://kirill-live.itch.io/tuesday-js\")"

I tried but it wasn't working so i googled your command and found the correct one. Thanks a lot, it will be usefull :)

nw.Shell.openExternal('url');

Thanks for your answer Kirill.

The window.open works well for the browser, thanks, but i plan to make a version of my game for windows, mac and linux. What commands need to be used for exporting to a pc (i'm using web2executable, so nw.js)? Because on a windows export, it open the url in a new restricted window, not in your browser. And will it be another command for android?

"To display a variable in the text, you must use the variable name in angle brackets <variable_name>. (I checked, I probably broke this feature, I will fix it in the next release)"

Do you have a screen or example because i really don't see what you meant? Even if the feature is broken, at least i will know how to do it when the next release is online.

And i found another bug (sorry). On my main screen, when i click on "load" button, if there was no previous save game, buttons disappear. And of course a new player doesn't have a previous save game...

Before clicking:

After clicking on load button:

(1 edit)

Now that i don't have this issue again, while i had it a few hours ago, i can't help to tell you what is causing this trouble.

Hello Kirill,

How to make a choice button to point to a web page (to patreon ie)?

I'm currently testing Tuesday JS and i must say it's a real nice tool, complete enough to make a good VN. I think i will make my whole VN with this tool, i'm excited by the way your app develop quickly.

I used to work on tyranobuilder and cloudnovel and i must say it's just missing 3 important stuff:
- skip option (i'm not using the back button and have game over options)
- having the possibility of making a save/load screen with more than one slot
- a mute/unmute function.

I also suggest some bonus functions for the future:
- a rollover effect on buttons (i know it's possible with CSS, but making different rollover options depending on each buttons type seems complicated for a non-developer, especially using arts instead of color)
- being able to use sprite sheets
- add your fabulous puzzle maker in the app options
- being able to show variables (to make a hp bar or money bar ie)
- having something like a dice game with aleatory numbers

Keep up the good work, and thanks again for that engine !

Hello Kirill,

Just a small annoying bug, the windows app crash when you make a right click.