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EN Create GitHub Pages
Français · Type: how-to · Audience: author · Context: created project · Status: ready · Applies from: 4.2.5
A created project has no CI workflow. This page gives one: on every push to main, GitHub builds the game with the
repository's base path and publishes dist/ on GitHub Pages, at https://<user>.github.io/<repo>/.
A workflow file, .github/workflows/pages.yml, in your game's repository. Each push to main runs the game's checks
and build, and deploys the result to Pages only when they pass.
- A created project (
quest-n-click create), pushed to a GitHub repository. The engine repository has its own Pages job in.github/workflows/ci.yml; this workflow is its game part, without what the engine adds there (the Studio demo and the documentation under/docs/). - From 4.2.5 (the
quest-n-clickcommand).BASE_PATHis read by the engine's Vite configuration (tools/vite/plugins.ts). -
Verified on: not run as written on a created project. The steps are the engine repository's Pages job (run on
every push to
main) with the created project's commands in place of the repository's. Check the first run's log.
- The project builds on your machine:
npm run buildpasses (Build and release a game). -
package-lock.jsoncommitted (it is written bynpm install): the workflow installs withnpm ci. - Pages enabled once for the repository: Settings → Pages → Build and deployment → Source: "GitHub Actions".
The file goes in the created project, committed and pushed to main; GitHub runs it. The local check of the same build
runs in the created project, on your machine.
- In the repository's settings, set Pages' source to GitHub Actions.
-
Create
.github/workflows/pages.ymlin the created project:name: pages on: push: branches: [main] workflow_dispatch: # The token reads; only the deploy job asks for more. permissions: contents: read # One deployment at a time; a newer push waits rather than cancelling one in flight. concurrency: group: pages cancel-in-progress: false jobs: build: runs-on: ubuntu-24.04 timeout-minutes: 30 steps: - uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1 - uses: actions/setup-node@949feb2413d6458794dcd2491c4babbbce0c15c1 # v7.1.0 with: node-version: 22 cache: npm - uses: actions/setup-python@5fda3b95a4ea91299a34e894583c3862153e4b97 # v7 with: python-version: '3.12' - run: npm ci # The asset step (npm run assets, inside build) needs Pillow; the list ships with the engine. - run: pip install -r node_modules/quest-n-click/requirements.txt # Only when game/audio or a video holds files to encode: the runner has no ffmpeg. - run: command -v ffmpeg || (sudo apt-get update && sudo apt-get install -y ffmpeg) # Assets, verify (validate, solve, translations, lint, playtests), the build, dist/ accounted for. - run: npm run build env: # https://<user>.github.io/<repo>/: every path of the build under /<repo>/. BASE_PATH: /${{ github.event.repository.name }}/ - uses: actions/upload-pages-artifact@fc324d3547104276b827a68afc52ff2a11cc49c9 # v5 with: path: dist deploy: needs: build runs-on: ubuntu-24.04 timeout-minutes: 15 permissions: pages: write id-token: write environment: name: github-pages url: ${{ steps.deployment.outputs.page_url }} steps: - id: deployment uses: actions/deploy-pages@368f82528645a54fb793d4d04e342629a3f51346 # v5
The actions are pinned to the commits the engine repository uses. To release with the gates (
npm run release), putnpm run releasein place ofnpm run build.
-
Choose
BASE_PATHfor your address:Address BASE_PATHhttps://<user>.github.io/<repo>/(a project site)/<repo>/, as in the workflowhttps://<user>.github.io/(a repository named<user>.github.io)remove the envblock:/A custom domain at its root remove the envblock:/Write it with a slash at both ends. The page's manifest and icons are written as
<BASE_PATH>icons/…: without the trailing slash they point to/<repo>icons/….
-
Build the same thing on your machine, and play it:
# in the created project BASE_PATH=/my-repo/ npm run build BASE_PATH=/my-repo/ npm run previewThen open
http://127.0.0.1:4173/my-repo/.
- Commit and push to
main. The run appears under Actions; the deploy job's summary gives the site's address.
Limit ·
no-studio-no-docsThis workflow publishes the game only. The engine repository's Pages also builds the Studio demo (STUDIO=1,VITE_STUDIO_DEMO=1) and assembles/docs/; neither is part of a created project's site.
- The run is green and the
deployjob linkshttps://<user>.github.io/<repo>/. - The game opens there, the browser's address bar keeps
/<repo>/, and the pause menu's "Offline" row ends at "complete" (the warm-up of the offline cache). - The browser's developer tools show
https://<user>.github.io/<repo>/sw.jsas the active service worker.
| Symptom | Cause | Fix |
|---|---|---|
| The deploy job fails with a message about the environment or Pages not being enabled | Pages' source is not "GitHub Actions" | Step 1 |
npm ci refuses: no package-lock.json
|
The lockfile was not committed |
npm install in the created project, commit package-lock.json
|
No module named 'PIL' |
The pip step is missing or failed | Keep the pip install step before npm run build
|
ffmpeg not found while encoding audio |
The runner has none | Keep the ffmpeg step |
A blank page, 404s on /assets/index-….js
|
Built without BASE_PATH, served under /<repo>/
|
Keep the env block; see Sub-path
|
| The old version keeps showing after a deploy | The service worker waits for the player | Cache and service worker |
-
.github/workflows/pages.ymlin your repository. - The repository's
github-pagesenvironment, which GitHub creates on the first deployment. - Nothing in
dist/is committed: the workflow builds it each time.
To put an earlier version back, revert the commit on main (git revert) and push, or re-run the workflow run of an earlier commit
(Actions → that run → Re-run all jobs): it builds that commit and deploys it. Players already on the newer version
get the older one through the update banner, and saves follow the rules in
Going back. Turning Pages off (Settings → Pages) unpublishes the site.
- The engine repository's Pages job:
.github/workflows/ci.yml(check, the build withBASE_PATH, andpages). -
BASE_PATHand the manifest:tools/vite/plugins.ts;BASE_PATH. - What
npm run buildandreleaserun in a created project:cli/quest-n-click.mjs; the project's files:cli/create.mjs.
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.
Edit the source · Modifier la source · Report an error · Signaler une erreur
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