Making games

Building your game

File → Build Game (Ctrl+B) turns your project into a game anyone can run. It doesn’t compile anything: it copies a ready-made Otter player, and puts your scenes, scripts and assets beside it.

The game is written to the project’s build folder, one folder per platform (for example build/windows-x64). Zip that folder and send it, or upload it anywhere games go. Build Game To… writes it somewhere else instead.

What the game starts with

File → Project Settings sets what the built game does:

PageSettings
GeneralThe game’s name, version, author and description, the save folder (see below), and the entry scene it starts in.
BuildThe output folder, which platforms to build for, and whether it’s optimized.
DisplayThe window’s size, windowed or fullscreen, vsync, a frame-rate cap (0 is none), and Physics interpolation, which draws moving bodies smoothly between physics steps (see Physics).
RenderingHow many lights the game lights with at once: Max lights in view and Max lights per cluster (see Lighting).

A script can change the frame-rate cap while the game runs with Engine.set_max_fps(n), and end the game with Engine.quit().

Where the game keeps its saves

A game keeps its saves and settings in a folder of its own, named for the game, so two games never share one and the editor and the built game use the same folder. By default the folder is named after the project. Type a name in Save folder (General) to choose it yourself: set it before you ship, and you can rename the project later without losing anyone’s saves. A character a folder name can’t hold (such as / or :) becomes _.