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EN Studio Notes
Français · Type: how-to · Audience: author · Context: local Studio · Status: ready · Applies from: 4.2.1
The local Studio · contract: stable · verified by CI (support matrix of 4.4.0, 2026-10-23): Chromium end to end (the Studio's checks); Windows: the unit suite only · automated checks: jobs
e2e,windows; CI plane2e,windows; 2 test files · people's passes:studio-hero-matrixnot run (#238) · known limits: none listed on this page
The Notes tab is the shared log of the game, games/<id>/notes.json: you, your teammates and any AI leave notes
there about a panel, a room, an entity or anything, and answer each other.
A note the AI reads with get_notes (or by reading notes.json), its answer shown live in the Studio, and the whole
conversation kept with the game, in git.
The local Studio, engine repository or created project; the demo Studio keeps its notes in the browser (and its patch). True from 4.2.1. A hosted Studio adds comments to the same tab (Comments).
- The Studio running (overview).
In the browser, on the Notes tab (and at the bottom of a room in the Rooms tab, under a panel in the Storyboard tab).
-
Write a note in the composer: about (a panel id, a room id,
room.entity, or empty for a general note), author (defaults toyou, and is remembered), the text. Ctrl/Cmd+Enter adds it. The note gets an id and the time (at, an ISO date);notes.jsonis created on the first note.
-
Read the log. The whole log, newest first, grouped by
about: a room, a panel or an entity is tagged, with "Open in Rooms" or "Open in Storyboard". Filters: free text, about (rooms with their entities, panels, others), author. Each note shows its author and time.
-
Reply pre-fills
aboutwith the note's; Edit changes a note in place (its text trimmed,editedset to now; its time, author and place in the log unchanged); Delete removes it.
- Notes where you work. Notes about a room or one of its entities also appear at the bottom of that room's section in the Rooms tab ("Notes (n)", with a box to add one); notes about a panel appear under the panel in the Storyboard tab.
- An agent connected through MCP writes notes with
add_note; its author is the MCP client's name, elseai. It reads them withget_notes(Local MCP: setting up each client). - An AI without MCP edits the files; the Studio reloads (it watches the files), you see the result and answer in Notes
or in the Storyboard, and the AI reads
notes.jsonback. Git carries the history. - Without an API key, the Assistant's Send as a task to the AI agent writes a note with
task: true; the Notes tab tags it "task" (The Assistant).
The log follows changes on disk: a note an AI writes shows up without a reload.
The note shows at the top of the log, and games/<id>/notes.json holds it: { id, about, author, text, at, edited? }.
| Symptom | Cause | Fix |
|---|---|---|
`text` is required (400) |
An empty note | Write something |
no such note: "<id>" (404) |
The note was deleted meanwhile (by you, a teammate, an AI) | Reload the log |
games/<id>/notes.json only.
The header's Undo does not cover notes; a deleted note comes back with git (git checkout -- games/<id>/notes.json).
-
src/studio/notes.ts; the operationsgetNotes,addNote,editNote,deleteNoteofstudio-server/src/ops/core.ts. - The routes
GET/POST notes,PUT/DELETE notes/:id: Studio API. Working with an AI in general: Working with an AI.
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