Story-first structure
Organize the experience into Acts. Use dialogue, narration, objectives, choices, reveals, title cards, and transitions.
Build interactive science stories with object sprites, editable collision boundaries, five object scales, Acts, and a safe visual programming language.
CourtScript combines a block editor, a live two-dimensional stage, and permanent case pages. Every visible sprite is an object with a stable identity, an appearance, a physical scale, a collision boundary, and scale-specific scientific properties.
Organize the experience into Acts. Use dialogue, narration, objectives, choices, reveals, title cards, and transitions.
Use an appearance-based boundary, ignore transparent PNG pixels automatically, or draw custom vertices and curves that override the default.
Use interpretable SI-unit models across physics and chemistry. Object actions run only on scales where that model is scientifically meaningful.
The toolbox is organized by creative purpose rather than by a fragile block count. Older block types remain readable when a previous case is opened, but they are not offered in new projects.
A sprite object keeps its identity even when its artwork, size, Act, or scientific properties change. Visual size controls how large it appears on the stage; physical scale controls which scientific models can act on it. These are deliberately separate.
Names stay readable for authors, while a permanent object ID keeps blocks, saved data, and future migrations connected safely.
Choose a vector shape, a built-in science or courtroom sprite, or upload PNG, JPEG, or WebP artwork. Appearance and collision geometry are edited independently.
Each object stores separate profiles for subatomic, atomic/molecular, everyday, astronomical, and static behavior. Changing scale does not erase the other profiles.
Open Edit collision boundary from the Sprite Object Manager. Choose one collision mode for each object. The stage uses the selected boundary for pointer hits, touching checks, and physical response.
Select the scale represented by the object, not how large it looks on screen. CourtScript then exposes the appropriate property profile and checks every object-targeting science block before it runs.
Supported means the branch's object actions run at that scale. Model dependent means only the listed models run there; read the block tooltip before using it.
| Science branch | Subatomic | Atomic / molecular | Everyday | Astronomical | Static |
|---|---|---|---|---|---|
| Kinematics | No | Supported | Supported | Supported | No simulation |
| Electromagnetism | Supported | Supported | Supported | Supported | No simulation |
| Optics | No | Materials | Supported | Rays | No simulation |
| Thermodynamics | No | Supported | Supported | Supported | No simulation |
| Nuclear physics | Supported | Supported | Supported | Supported | No simulation |
| Astrophysics | No | No | No | Supported | No simulation |
| Quantum mechanics | Supported | Supported | No | No | No simulation |
| Relativity | Supported | Supported | Supported | Supported | No simulation |
| Chemistry | No | Bonds & reactions | Supported | Bulk matter | No simulation |
Science reporters calculate explicit equations. Stage actions turn the results into motion, fields, rays, heat exchange, decay, orbital scenes, qubit measurements, relativistic clocks, and chemical reactions.
Backstage contains global systems that stay active throughout the case. Every Act is a separate scene-like workspace. Moving to another Act changes the active Act code while Backstage continues to run.
Give speakers an emotion, use narration independently of a sprite, and control how long each line remains visible.
Pause the story for one of two choices and run the matching branch. Choices are local and require no external service.
Set primary, optional, or hidden objectives. Reveal clues, scientific facts, character secrets, and plot twists.
Use story beats, title cards, camera focus, and transitions to make the science feel like part of the drama.
CourtScript keeps familiar computer-science foundations and adds a bounded object system designed for visual projects.
Drag the dividers beside the stage and above the bottom panels to change their sizes. On narrow screens, the stacked workspace, stage, and bottom panels each have height handles. The controls beside the panel tabs collapse the bottom area or reset the layout. Double-click a divider to restore its default size, or focus it and use arrow keys. Your browser remembers your layout; case content is unchanged.
Open the starter button or Workbench tab in Case Forge. Learn with three guided cases: dialogue, keyboard-controlled physics, and branching Acts. Each includes suggestions for your next edit. Starters create independent drafts and ask before replacing unsaved work.
Project checks examine every Act and Backstage, and let you jump to the relevant block. Use the live inspector to watch positions, velocities, variables, lists, and runtime warnings. These checks do not certify scientific accuracy. Incomplete work can still be saved or exported as a draft; fix errors before making a Stable Release.
A new Case Forge session starts blank unless you deliberately load the science-story starter or open an existing case for editing.
Name the case, upload a backdrop, create sprites, and add the Acts you need.
Place global variables, classes, and reusable systems in Backstage. Put scene-specific actions in each Act.
Use Preview Act or Run Case, then check that controls, equations, choices, and Act transitions behave as intended.
Save updates the Latest Dev Copy. Create named Dev Copies for experiments and Stable Releases for versions you trust.
The version 6 migration is additive: it adds object metadata without rewriting the original block workspace or compiled program. Deployment and database migration are separate operations and can be audited before any record is changed.
CourtScript keeps controls readable, provides visible focus states, supports reduced motion, and gives the live stage a fullscreen mode.
Toolbar controls use real buttons, block search is keyboard reachable, and interactive projects can respond to configured keys.
Text and controls use high-contrast surfaces, while hover and focus changes are not communicated by colour alone.
The stage maintains a 16:9 layout, supports fullscreen, and scales sprite collision dimensions with their visible appearance.
The interface respects reduced-motion preferences, and authors can avoid unnecessary transitions in their own stories.