Repository navigation
EN Studio Before After Captures
Français · Type: how-to · Audience: author · Context: local Studio · Status: ready · Applies from: 4.4.0
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:capture-scope
Under the semantic diff, Capture the rooms (before / after) draws each room the changes name at both revisions, side by side, with the rectangle where they differ outlined: a moved placement, a font or a line that overflows shows at a glance.
For each room the diff names, two pictures (before, after) drawn by the real engine, the changed area boxed, or "no visible change" when no pixel moved. The PNGs are kept on disk.
The local Studio only (npm run studio, engine repository or created project), from 4.4.0.
Guarantee ·
captures-local-only· referenced · scope self-checked by the author (AI), not reviewed A hosted Studio (it runs the game in a worker, which has no browser) answers the diff's captures with{ unavailable: true }instead of captures.
Over HTTP this answer is a 501 { unavailable, reason }; the test calls the Studio directly.
-
Playwright and its Chromium on your machine:
# in the engine repository or the created project npm i -D playwright && npx playwright install chromium
-
The game's prepared assets (
npm run assets). -
Two revisions to compare: Semantic diff.
In the browser, on the Check tab, under Changes between revisions. The commands above run in the folder the Studio serves.
- Show the changes between two revisions (Semantic diff).
- Click Capture the rooms (before / after). "Building both revisions and drawing their rooms…" shows while it works: each side is a build of the game, seconds each.
- Read each pair: the room, why it is drawn, the before and after pictures, the rectangle where they differ, or "no visible change". A side that cannot be drawn says why (the revision does not build, the room is not there); the other side is still shown.
-
The rooms drawn: those whose layout, source or texts in a language (
room:<id>/…) the changes touch. A change to shared files alone (the cast, the items,site.json) draws the first room. Six rooms at most. With nothing to draw: "No room to capture: nothing these revisions changed is drawn." - Each revision is the game folder with the journal's later operations undone, built as a preview (in the worker's child process, never the Studio's own) and drawn in headless Chromium at 960 × 600, one device pixel, reduced motion, no CSS animation, fonts loaded, the editor's overlays hidden.
- The same pixel: a colour channel off by 16 or less counts as the same (an anti-aliased edge moves by 2 between two renders).
Limit ·
capture-scopeThe game's default language only; the room as it is entered (its first checkpoint, else a fresh state), not at a checkpoint you choose; the prepared images, sounds and fonts of today on both sides (a changed picture shows only once prepared, and then on both sides); a hand edit the journal did not record is on both sides; a revision more than 2,000 operations back cannot be rebuilt.
Pairs of pictures with a box around what moved. The files are under .cache/studio/<game>-diff-<from>-<to>/.
| Symptom | Cause | Fix |
|---|---|---|
Playwright is not installed (npm i -D playwright && npx playwright install chromium) |
No Playwright | Install it as said |
Chromium does not start: … |
Playwright's Chromium is missing or cannot run | npx playwright install chromium |
r<n> does not build: … on one side |
That revision's game does not build | Read the message; the other side is still drawn |
| 501 on a hosted Studio | Captures are local only | Run the same revisions on a local Studio |
PNGs under .cache/studio/<game>-diff-<from>-<to>/; nothing in the game.
-
studio-server/src/ops/diff-captures.ts,tools/studio/diff-rooms.ts,src/studio/diff-captures-view.ts. - The route
GET diff/<from>..<to>/captures: Studio API.
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