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EN Play Settings
Français · Type: reference · Audience: player · Context: player's browser · Status: ready · Applies from: 4.3.0
The settings a player can change in a quest'n'click game, what each one does, and where they are kept. The menu exists
only when the game's author turned it on (settings: true); the sample game has it. Labels below are the engine's
English defaults; a game may word them otherwise.
Pause menu › Settings (⚙). Each row shows its value; tapping the row moves to the next value, at once. Resume closes the menu. Without a Settings row, the game offers only the pause menu's Music and Sound switches and the sound button of the tools.
Settings are kept in this browser, for this game (local storage key <game>.settings), apart from the save: loading
a save or restarting does not change them, and they do not travel with an exported save.
Slow, normal or fast: how long a line of dialogue stays on screen when it has no voice clip. A tap always skips a line. The setting changes nothing in a speedrun's in-game time (see Accessibility).
Normal or large (1.3 times the normal size), for the lines of dialogue and the interface's text in the scene.
On or off. On: no screen shake, the camera moves at once instead of gliding, no parallax, no particles, no room
transition, no fades. When your system asks for reduced motion (prefers-reduced-motion), the game behaves as if the
setting were on, and the interface's own animations (blinking hints, the rolling credits) stop too.
On or off, only in a game that ships a readable font (for instance one designed for dyslexia): the interface and the lines use it instead of the game's pixel font.
On (the default) or off, only in a game that captions some of its sounds: a sound that matters is also written on screen ("[A door slams upstairs]"), translated like any line.
On (the default) or off, only in a game whose verbs have keys (since 4.3.0): turns off the single-letter shortcuts that pick a verb, for someone who types by voice or hits keys by accident. See Controls.
Only in a game that ships more than one language: each tap moves to the next language and reloads the page in it. The choice is remembered in this browser. See Languages.
Each steps through 0 %, 25 %, 50 %, 75 % and 100 %. The voice volume is offered only in a game with recorded voices. While someone speaks, the music steps back by itself.
The pause menu's Music and Sound rows turn music and sound effects off or on; the sound button among the tools turns both off or on together. These two switches last for the page: they are not kept with the settings.
Limit ·
no-contrast-settingThere is no high-contrast mode, no colour setting and no key remapping. A game's colours are its author's.
settings: true in game.ts adds the Settings entry to the pause menu: text speed (slow / normal / fast), text size
(normal / large), reduce motion (no shake, instant camera and fades), a readable font when the game ships one
(skin.fonts.readable), music / sound / voice volumes, the captions row when the game captions a sound, and the verbs'
keys on or off when a verb has a key (4.3.0). Preferences stay in the browser, outside the save. Texts:
ui.settings, ui.textSpeed, ui.textSize, ui.reduceMotion, ui.readableFont, ui.captions, ui.volumeMusic,
ui.volumeSfx, ui.volumeVoice, ui.verbKeys, ui.language, ui.slow, ui.normal, ui.fast, ui.large
(English defaults when absent). More in Staging.
- Accessibility, Controls, Languages.
- The code:
src/engine/dom/settings.ts.
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