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

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That's exactly it! Until version 2.0 is officially released and I'm fully confident that every feature is working properly, the only public version available will remain 1.9.0.

The purpose of these recent changelogs is mainly to showcase the progress being made, the amount of work already accomplished, and the new features that are already functional and planned for 2.0.

I know it can feel a bit frustrating... 😅 But since version 1.9.0 is still relatively recent, it also gives everyone time to get comfortable with the fundamentals of Capsule VN Engine. That way, transitioning to version 2.0 will be much easier.

And honestly... version 2.0 is already going far beyond what was originally planned in the roadmap.

I like surprises 😏

So stay tuned!

Thank you so much! I'm glad you're liking the engine. Stay tuned, there are some massive updates and new features coming down the road that will take things to a whole new level! 🎭✨

Hi there! The website is 100% secure and uses a fully valid, verified SSL certificate (you can check global diagnostic tools like Google Safe Browsing or SSL Labs, which rate it at the absolute maximum).

If your browser or antivirus is throwing an 'unsafe' warning, it's a local false positive. This sometimes happens with ultra-strict security filters because the site hosts development tools for compiling software (like Capsule HTML2EXE/APK). You can safely bypass the warning or add the URL to your exceptions without any risk!

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Hi everyone!

First of all, thank you so much for the incredible feedback and support. It keeps me incredibly motivated!

As we look toward the future of Capsule, I’d love to get your opinion on a few community updates. If you have a couple of minutes, I’d really appreciate your thoughts on these questions:

1. Comments vs. Forum

Do you prefer keeping this classic comments section as it is, or should I upgrade it to a dedicated Discussion Board (forum) here on Itch.io for easier bug tracking, support, and feature suggestions?

2. An External Forum

In the long run, my dream is to have a completely independent community forum for Capsule (similar to what Lemma Soft is for Ren'Py).

However, building and maintaining something like that is a huge amount of work, and realistically I can’t do everything alone while continuing development of the engine itself.

So I’m wondering if anyone in the community with web development experience would be interested in helping build, host, or set up an independent forum platform (such as MyBB, phpBB, etc.).

Any help — whether technical setup, administration, structure, or community management — would be a monumental help for the project!

3. The Website & Documentation

I’d also love to hear your feedback about the official website and the documentation.

What do you think of them so far?

  • Is the documentation clear enough?
  • Is anything missing or confusing?
  • Does it cover your current needs?

🌐 Check it out here: https://capsulevn.com

While I wait for your feedback, I’m heading right back to work on the upcoming systems.

Happy creating! 🚀

Hi! First of all: Please, NEVER dial back the feedback! Honestly, this is pure gold for me. Getting this kind of detailed, real-world testing feedback is exactly how Capsule is going to grow into something incredible. I am not overwhelmed at all; quite the opposite, it’s highly motivating!

Here is a breakdown of your points and how they connect to what's cooking for the engine:

1. The "Plays 3 Times" Bug

  • Thank you for flagging this and providing the test file (Grickle's art style is awesome, by the way!). This is a known execution/reflow quirk in version 1.9's CSS handling. The good news is that the upcoming Version 2.0 completely overwrites the animation and event pipeline. It uses a strict frame-ended tracking method that guarantees a play once instruction plays exactly once, then stops reliably.

2. The RenJS Approach (Multiple Animations per Sheet)

  • You are reading my mind! The Animation State Machine I'm building for Version 2.0 is designed to do exactly this. Instead of having "one file = one animation", you will be able to define multiple named states (like idle, talking, blinking) for a single character, mapping them to specific frame ranges, whether they are on the same spritesheet grid or separate ones.

3. Playing Animations Backwards

  • This is a fantastic idea and so simple to implement with modern web tech! Since Capsule runs on a robust CSS architecture under the hood, adding a toggle to play animations in reverse (animation-direction: reverse) is a very low-cost, high-value feature. I am officially adding a "Play Backwards" option to the v2.0 roadmap thanks to your suggestion.

Keep the feedback coming whenever you encounter something or have an idea. You are actively helping shape the future of the engine! 🚀

Wow... reading this literally brought the biggest smile to my face! Thank you so much for such an incredibly heartwarming and motivating message! 😭💖

Our past discussions absolutely played a huge part in shaping this vision. Seeing you recognize features like 'Menu as Scene', the 'Parametric System', and the mobile-responsive focus means everything to me. You completely nailed the philosophy behind Capsule 2.0: it's not just about updating an engine, it's about building a free, visual toolkit where anyone can bring their wildest stories to life, whether they are on desktop or mobile.

Your support and your permission to take my time to get the foundations perfect give me a massive boost of energy. I am putting my absolute heart into this development, and knowing you are cheering me on makes the journey so much more rewarding.

Thank you for being such an amazing part of this adventure! Much love and excitement for what's coming! つ♡⊂ ✨

Thanks a lot! I really appreciate the support. Can't wait to share it with everyone and see what you all create with it! Stay tuned! 🔥

Hi goliard!

First of all, a massive congratulations on finishing and submitting your game jam entry "Iran B4 I Could Walk"! Seeing creators use Capsule for jams is the ultimate reward, and I can't thank you enough for taking the time to write down such detailed, honest, and incredibly constructive feedback while it's still fresh.

This is exactly the kind of field-test feedback I need to make the engine better. Here is how things are looking regarding your points, especially with the major Version 2.0 overhaul currently in development:

1 & 2. Pan & Zoom / Sprite Sheets

  • Really glad you loved the smoothness of the Pan & Zoom command!
  • For the Sprite Sheets, you hit the nail on the head. Version 2.0 is introducing a native Animation State Machine that will give you precise control over frames, loops, and custom timing intervals.

3. The Audio Issue on Itch.io

  • This is a classic web deployment trap! If the sounds work locally but fail on Itch.io, it is usually due to one of two things: either a case-sensitivity mismatch in the file names (e.g., sound.mp3 vs sound.MP3—Windows ignores it, but Itch.io's servers are strict), or the browser's Autoplay Policy blocking audio until the player physically clicks on the game screen. I'll make sure to add a troubleshooting tip for this in the docs!

4. The "Infuriating" Stuff (UI & Quality of Life)

  • The Deletion Bugs (Overlay & SFX): You are completely right, and I apologize for the clenched teeth! These are UI state bugs in the current v1.9 release. The entire action/event pipeline has been rewritten from scratch for Version 2.0, which completely eliminates these phantom UI retention issues.
  • Scene Ladder & Nominating the START Scene: Pure gold feedback. Moving scenes one by one is tedious. For 2.0, I am adding a "Set as Start Scene" button for easy testing, and changing the logic so new scenes appear contextually near your active selection instead of defaulting to the bottom.

5. Missing Features & Timings

  • Character Transitions (Off-stage entry/exit): Message received loud and clear! Sliding/fading characters in and out makes total sense, and I am adding character-specific transitions to the v2.0 roadmap right now.
  • Dialogue/Animation Sync: The upcoming 2.0 State Machine will handle this automatically (e.g., triggering a 'talking' animation when text starts and reverting to 'idle' when it finishes). I will definitely release comprehensive tutorials on how to leverage CapsuleScript for advanced triggers as well.

Thank you again for putting Capsule through its paces. Your feedback is actively shaping the development of version 2.0. I'm heading over to check out your jam entry right now! 🚀

Thank you for reporting this. What you are describing (the browser slowing down heavily and freezing the interface) is a textbook sign of an unintentional infinite loop being triggered in your event sequence.

If the engine falls into a loop while waiting for the text input, it will freeze Microsoft Edge's script handler instantly, which explains why you can't delete the scene or why other elements seem to disappear.

How to fix it right now in version 1.9: Check the triggers around your text input action. Make sure the action that prompts the player for their name is triggered only once (for example, at the very start of a scene via a single "On Scene Start" event). If it's placed inside an event that continuously fires or loops, it will crash the tab.

For Version 2.0: The great news is that the upcoming version 2.0 completely rewrites how inputs and actions are queued. It includes built-in safe-guards that asynchronously pause the engine execution until the player explicitly submits their text, making it physically impossible for an input prompt to trigger an infinite loop or freeze your browser ever again!

Double-check your event triggers for that scene, and let me know if moving the text input to a single-fire action fixes the freeze for you!

Thanks for the details. What you are experiencing with the text box is a known sequence layout quirk in version 1.9 when chaining multiple direct variable actions onto hotspots.

The great news is that version 2.0 will completely rewrites the action execution pipeline under the hood, which natively fixes this rendering issue. In the upcoming release, variables and UI states are completely decoupled, meaning modifying a variable will never accidentally close or cut off your dialogue boxes again!

In the meantime, to fix your variable escalation issue right now in 1.9 without needing 5 different logic scenes, you can use a single variable as a "gatekeeper" switch:

  1. Create a variable called {hasCheckedSpot} (default: false).
  2. On your hotspot, add a Conditional Check (If/Else):
    • IF {hasCheckedSpot} is false: Increase your main variable, show your text, and then set {hasCheckedSpot} to true.
    • ELSE: Show a text saying "There is nothing left here."

This will instantly lock the hotspot after the first click and stop the spamming. Hang tight for version 2.0, it’s going to make all of this incredibly smooth!

Haha, glad you figured it out, and sorry for the confusion! You are totally right: currently, that built-in timer field is specifically designed to auto-select a default option when a Choice menu times out (like in quick-time events). I'll definitely update the UI hints to make that crystal clear in 2.0!

As for your timed scavenger hunt idea—that sounds absolutely awesome!

While there isn't a "global gameplay timer" button yet, you can actually create a customized timed scavenger hunt right now using CapsuleScript or variables. You can set a variable (like {timeLeft} = 60), and use a parallel event or a quick conditional loop that ticks down every second while the player searches the screen for hotspots. If {timeLeft} hits 0, you trigger a jump to the 'Game Over' scene.

That being said, I absolutely love the idea of a dedicated, visual, and 100% no-code global timer widget for puzzles and exploration scenes. I'm adding a "Global Scene Timer" component to my todo list for future updates so you can make these kinds of mini-games with zero hassle.

Thanks for the honest feedback, and good luck with the ninja stealth/scavenger hunt!

Hi Eros,

You will have news soon, but version 2.0 is a massive milestone that completely revolutionizes the engine under the hood. Because it's such a huge overhaul, it’s taking a bit of time to polish perfectly, but the good news is that the vast majority of the work is already done!

I don't have a strict ETA just yet as I want to ensure absolute stability for this big leap, but we are getting closer every day.

That being said, don't hesitate to jump into version 1.9 right now! It is already rock-solid for creating and exporting your visual novels, and learning the basics today will make your transition to the power of 2.0 even smoother. Stay tuned!

Hi! Thanks for the feedback. Variables can definitely have a bit of a learning curve at first, but they open up so many possibilities!

Instead of physically layering multiple hotspots on top of each other (which can get super messy to manage in the editor), you can actually achieve this exact result right now using a single hotspot combined with a conditional check (If/Else)!

For example, you can create a variable like {hasKey}. Inside your hotspot logic:

  • IF {hasKey} is false: Show the message "You found a key!" and set {hasKey} to true.
  • ELSE: Show the message "The drawer is now empty."

That being said, I want to make this workflow even more seamless and "zero-programming" for everyone. I'm taking note of your feedback to see how I can make conditional hotspots even easier and more visual to set up without jumping through hoops in future updates.

Keep experimenting, you're on the right track!

Hello, you have a full documentation just here :
https://capsulevn.com/documentation.html

That's awesome to hear! And honestly, you're asking at the perfect time.

For the upcoming version 2.0, I am actually building a native Animation State Machine directly into the engine.

The goal is to let you easily link multiple frame animations (like idle breathing, blinking, and talking) to a single character. The engine will handle the transitions and triggers automatically in the background (for example, making the mouth move automatically when text appears, or blinking at random intervals).

You will get a dynamic, lively result very similar to Live2D, but with a massive focus on ease of use and zero coding required.

I can't wait for you to try it out in the next major update! Thanks again for your awesome feedback!

I don't have a strict ETA (2,3 monthes max probably) just yet as I want to ensure absolute stability for this big leap, but we are getting closer every day.

Hi! No need to apologize at all, I love seeing people push the engine to its limits!

The 20MB limit is actually a safety guardrail. Since Capsule compiles everything into a single, standalone HTML file, embedding a 181MB video directly inside the file (as Base64 data) would severely hurt the game's performance, cause massive loading times, and potentially crash web browsers due to memory overloads.

How to bypass it for heavy animated backgrounds: Instead of uploading the video directly into the engine's internal storage, you can use an external path!

  1. Place your heavy video file (e.g., my_epic_bg.mp4) in the same folder where you export your game.
  2. In Capsule, instead of importing the file, simply type the local relative path (like ./my_epic_bg.mp4) or a direct web URL in the background field.

This keeps your standalone HTML file ultra-light and fast, while allowing the browser to stream your 181MB animated background flawlessly in the background! Let me know if that works for your interactive setup!

(BTW 181MB is really huge, even a webp could be lighter, so i plan to also add hotspots on videos, it could also help)

Thank you so much! It really warms my heart to see this kind of support for indie creators.

Making a tool that is much easier to use than Ren'Py is my absolute goal, so I really hope you enjoy the experience!

Have fun experimenting with Capsule, and welcome aboard! ✨

Great question! Yes, native Linux support is absolutely planned for version 2.0! > Since the engine is built on modern web technologies, packaging it for Linux is completely doable. Even though I mainly develop on Windows, I am setting up the build pipelines so that version 2.0 will launch with native executables for both Windows and Linux users right out of the box.

Thank you both for the hype and support, it really motivates me to push these cross-platform features forward!

Version 2.0 is a massive milestone that completely revolutionizes the engine under the hood. Because it's such a huge overhaul, it’s taking a bit of time to polish perfectly, but the good news is that the vast majority of the work is already done!

I don't have a strict ETA just yet as I want to ensure absolute stability for this big leap, but we are getting closer every day.

That being said, don't hesitate to jump into version 1.9 right now! It is already rock-solid for creating and exporting your visual novels, and learning the basics today will make your transition to the power of 2.0 even smoother. Stay tuned!

Don't worry, news are coming soon !

Hi there! Thanks for the feedback and your interest in the engine!

You will be happy to hear that the engine actually supports both of these features natively, with absolutely zero coding required.

For your animated menus, the engine accepts standard image formats, including animated GIFs. You can simply upload a GIF as your main menu background to give your game that dynamic, classic Japanese visual novel feel right from the title screen.

For animated scenes, the engine natively reads video files (like .mp4 or .webm). You can seamlessly use them as scene backgrounds to play your anime-style cutscenes, and they are also fully supported in the unlockable CG Gallery.

Let me know if you have any other questions, and have fun creating your VN!

I totally agree and you will be able to do it in v2 :)

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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