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EN Create Skin And Fonts
Français · Type: reference · Audience: author · Context: engine repository, created project · Status: ready · Applies from: 4.3.0
The skin is everything the engine shows or plays without your content naming it: the buttons of the right-hand
column, the map's pins and vehicles, the sealed ending's confetti, the interface fonts, default character heights. The
ui texts are the interface's words. This page is the reference of skin in game.ts and of the ui keys the engine
fills in when you leave them out.
Image values are manifest image ids; sounds are ids from audio.sfx (phone, plane, confetti) or audio.music
(jingle, end). A missing sound is silence. The validator checks every id (npx quest-n-click validate in a created
project, GAME=<id> npm run validate in the engine repository).
skin: {
icons: {
map: 'ui/r1c5', pause: 'ui/r3c5', music: 'ui/r3c6', // required: the three column buttons
spark: 'ui/r3c4', // spark for the guided tutorial
pin: 'ui/r1c6', news: 'ui/r2c4', plane: 'ui/r2c1', car: 'ui/r2c2', // map (map.vehicles overrides these if set)
confetti: ['ui/r4c1', 'ui/r4c2'], cardFallback: 'items/r3c6', // sealed ending
},
sounds: { phone: 'phone', plane: 'plane', confetti: 'confetti', jingle: 'jingle', end: 'end' },
fonts: { ui: 'Galmuri11', pixel: 'Press Start 2P' }, // CSS families → the --font-ui and --font-pixel variables
heights: { actor: 110, hero: 84 }, // default height for a character with no `height`
callPoses: ['phone', 'telephone', 'front', 'face', 'idle'], // poses tried for a call's frame
pixelArt: false, // true: scaled-up images keep hard edges (artStyle "pixel")
},The type is SkinDef in src/engine/core/types/game.ts.
| Key | Required | What it is |
|---|---|---|
map, pause, music
|
yes | The three buttons of the right-hand column. |
spark |
no | The spark of the guided tutorial. |
pin, news
|
no | The map's pin, and its "!" for news. |
plane, car
|
no | The map's vehicles; map.vehicles replaces them where it is set (see World map). |
confetti |
no | Images drawn in alternation at the sealed ending. |
cardFallback |
no | The final card's image when the sealed file has no photo (see The sealed ending). |
phone, plane, confetti, jingle, end: each an id of audio.sfx or audio.music, all optional. A sound left out,
or an id with no file, plays nothing.
| Key | Sets | Default |
|---|---|---|
ui |
The CSS variable --font-ui: dialogue, menus, the action line. |
Galmuri11 since 4.3.0 (DotGothic16 before). |
pixel |
The CSS variable --font-pixel: titles and pixel labels. |
Press Start 2P. |
readable |
The family the "Readable font" setting switches --font-ui to (for instance a dyslexia-friendly family). |
None: the setting is not offered. |
The value is a CSS font family name. The engine ships three families with their @font-face rules
(src/engine/dom/style.css), all under the OFL: Galmuri11 (a 125 KB Latin subset),
DotGothic16 and Press Start 2P. Every interface family gets a fallback stack: the family, then DotGothic16 (for
Japanese text and the symbols Galmuri11 lacks), then 'Courier New', then monospace
(src/engine/dom/fonts.ts). Galmuri11 is drawn with a size-adjust, so a game's text
keeps its size.
- A game that wants the look of 4.2 and before sets
skin.fonts.ui: 'DotGothic16'. - A game that already set
skin.fonts.uikeeps its font; a character its font lacks falls back to DotGothic16 before'Courier New'.
Limit ·
skin-fonts-not-loadedskin.fontsnames a family; it does not load a font file. A family other than the three the engine ships must be made available to the page by your own@font-face; otherwise the browser draws the next family of the stack.
The "Readable font" setting is on Staging.
| Key | What it is | Default |
|---|---|---|
heights.actor, heights.hero
|
The height, in logical units, of a character with no height of its own. |
actor 110, hero 84 |
callPoses |
The poses tried, in order, for the frame of a phone call (phone). |
phone, front, face, idle
|
pixelArt |
true: images scaled up by the browser keep hard edges (image-rendering: pixelated on the scene's images) instead of being smoothed. Set it for a game whose site.json says artStyle: "pixel". |
false |
Interface texts are in ui in game.ts, including tapToContinue ("▼ tap to continue") and ok (the password
button). The keys the engine shows by itself have an English default when the game leaves them out
(src/engine/dom/ui-defaults.ts). As of 4.4.0 they are:
| Group | Keys |
|---|---|
| Verbs and input |
verbs (the verb bar's ARIA label), advance, jump, duck, verbKeys (4.3.0) |
| Saves |
saveFailed, saveAdjusted, save, load, slot, emptySlot, confirmOverwrite, exportSave, importSave
|
| Updates and offline |
updateAvailable, updateNow, offlineStatus, offlineComplete, offlineRetry
|
| Sessions |
exportSession, shareSession
|
| Settings |
settings, textSpeed, textSize, slow, normal, fast, large, reduceMotion, readableFont, language, captions, volumeMusic, volumeSfx, volumeVoice
|
| Objectives and build |
objectives, fingerprint
|
| Remix (4.1.15) |
remix, remixTitle, remixStory, remixRandom, remixSeed, remixDaily, remixMystery, remixPlay, remixInvalid, remixWorld, remixHidden, remixCopied, remixNoBridge, remixConflict, remixKeepSaved, remixStartLinked
|
| Speedrun (4.1.14) |
speedrun, exportRun, abandonRun
|
A game in another language provides them all. To find the ones left to the English defaults:
# in the created project
npx quest-n-click i18n status
# in the engine repository
GAME=<id> npm run i18n -- statusIn the engine repository, npm run e2e -- --lang <xx> also fails when one of these defaults is visible on screen.
Translating the rest of the game is on Translations.
-
settings, the readable font setting: Staging. -
artStyleinsite.json, the sheets the art is drawn on: Images. -
map.vehicles,map.places: World map. -
ending, the sealed card: The sealed ending.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.4.0 r1, documentation revision · révision de la documentation 8dc717c69acb62c4742b69c54a7e7dfb620f75d8.
Earlier versions and permalinks · versions précédentes et liens permanents: https://wanoo.github.io/quest-n-click/docs/
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
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Index (6)
Start (6)
Play (9)
Install (17)
- Requirements
- Install from the release archive
- Install from npm, once published
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits