Repository navigation
EN Studio Demo Mode
Français · Type: how-to · Audience: author · Context: demo Studio · Status: ready · Applies from: 4.2.5
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:demo-limits
The Studio also runs without any server, on a static host: the demo game's Studio is online at
https://wanoo.github.io/quest-n-click/studio.html, built by the CI. Your edits stay in your browser; download them as
a patch and npm run studio-apply writes them into your copy of the game.
Edits made in the online demo Studio (texts, layouts, added entities, the storyboard, notes) written into your clone, through the same operations the local Studio uses.
The demo Studio (a static build) and the engine repository, where npm run studio-apply runs. True from 4.2.5 (the
address above).
- To apply a patch: the engine repository cloned and installed (Install from the repository), with the game the patch was made on.
The demo runs in your browser. npm run studio-apply and the demo build run in the engine repository, on your
machine.
Same UI, same engine view and placement editor as the local Studio; the edits stay in the browser.
-
Build.
npm run build:studio-demo(that isSTUDIO=1 VITE_STUDIO_DEMO=1 vite build); the CI sets both variables on itsnpm run build. WithSTUDIO=1, the build first writespublic/studio-demo/snapshot.json(tools/studio/snapshot.ts, alsonpm run studio-snapshot; ignored by git):{ game, rooms: { <id>: { def, layout, texts, file } }, storyboard, notes, docs: { CONTENT_GUIDE }, assets }, everything the Studio reads from the API. WithoutSTUDIO=1, neitherstudio.htmlnor the snapshot reachdist/. The Studio's and the dev tools' code goes todist/assets/tools/, outside the service worker's precache. -
Backend.
src/studio/api.tsdefines theApiinterface; the dev server's is the default. The browser one (src/studio/api-browser.ts) is used when the build says so (VITE_STUDIO_DEMO=1) or whenGET /__studio/api/gameanswers 404 (or a page instead of JSON). It loads the snapshot and replays the edits kept inlocalStorageunderweb-scumm.studio-demo.<game>: a list of patches{ kind: 'text', room, path, value }(replace,[+]append,nulldelete, with the same path shifts as the room file),{ kind: 'layout', room, layout },{ kind: 'entity', room, entity }(Add prop / hotspot / actor),{ kind: 'storyboard', storyboard },{ kind: 'note', note },{ kind: 'note-edit', id, text, about?, edited },{ kind: 'note-delete', id }. A later layout or storyboard replaces the earlier one; editing or deleting a note added in the demo rewrites itsnotepatch. -
Checks. Validate and Solve run in the page (
src/engine/tools/validate.ts,solve.ts) on the real game module with the edits applied: layouts, added entities, and every text whose path reaches a string of the compiled room (look lines, names, hints, topics, lines ofon/talk/onEnter…). Export Markdown downloadsstoryboard.md. No events: there is nothing on disk to watch. -
Engine view. In a demo build the dev tools load with
?edit/?devtoo (and only then: the player's game is the same). They apply the same patches to the game and the layouts at start. Save layout in the editor posts the layout to the Studio around it (postMessage, messagesavedwithlayout), which keeps it as alayoutpatch; the editor opened alone writes the patch tolocalStorageitself. On the dev server, the editor writeslayout/<room>.jsonthrough the Studio's API (PUT /__studio/api/room/<id>/layout, one guarded operation of the journal); it falls back to the patch only when that API does not exist. -
Banner. "Demo: your edits stay in this browser", Download patch (
studio-patch-<game>.json:{ format: 'web-scumm-studio-patch', version, game, created, patches }) and Reset demo (drops every edit).
Limit ·
demo-limitsA text the room builds with code (a shared constant, a helper) is validated only on the server version. Screenshots need the dev server: the panel is hidden. The Assets tab is read-only, the voice table, the scenario map and the semantic diff are absent, structured edits (set_value) need the dev server, and the Assistant has noscreenshot,run_testsnorasset_prompts(The Assistant).
Applies from 4.5.0
From 4.5.0 the snapshot also carries the wiki: a package's bundle when the engine is installed from one, otherwise
the repository's ready pages (never a draft). The demo's Assistant reads them with search_docs, list_docs and
read_doc by id; read_doc by name still has only CONTENT_GUIDE.
- Edit in the demo Studio. The banner counts what you changed.
-
Download patch: you get
studio-patch-<game>.json.
-
Apply it to your copy:
# in the engine repository npm run studio-apply studio-patch-demo.jsonIt replays the patch through the Studio core (
setText,setLayout,addEntity,setStoryboard,addNote,editNote,deleteNote, in order) and prints one line per patch (✔applied,=unchanged,✘failed, with the reason) and a summary:<n> applied, <n> unchanged, <n> failed (<game folder>).GAME=<id>orGAME_DIR=<folder>pick the game, as for every tool; a patch made on another game is applied with a warning (⚠ the patch was made on "<game>", the current game is "<game>").
Guarantee ·
apply-replays-demo· referenced · scope self-checked by the author (AI), not reviewedstudio-applywrites the demo's edits into a copy of the game, which then reads back as the demo showed it.
The summary says 0 failed, the exit code is 0, and git diff shows the demo's edits in the room files, the layouts,
storyboard.json and notes.json. Open npm run studio to see them.
| Symptom | Cause | Fix |
|---|---|---|
usage: npm run studio-apply <patch.json> (exit 2) |
No file given | Give the patch file |
not a Studio patch (expected { format: "web-scumm-studio-patch", patches: [...] }) |
Another file | Use the downloaded studio-patch-<game>.json
|
A line ✘ … and exit code 1 |
That patch failed (a room renamed, a text moved); the others still applied | Make that edit by hand in the Studio |
⚠ the patch was made on "…" |
GAME is another game |
Set GAME=<id> to the patch's game |
In the browser: localStorage key web-scumm.studio-demo.<game>. In your copy: the room files, layout/*.json,
storyboard.json, notes.json of the game, each patch one operation of the journal.
In the browser, Reset demo drops every edit. In your copy, the writes are ordinary files: git checkout -- games/<id>.
-
studio-server/src/ops/apply.ts,src/studio/demo-patch.ts,src/studio/api-browser.ts. - Play online and try the demo Studio.
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