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:
| Page | Settings |
|---|---|
| General | The game’s name, version, author and description, the save folder (see below), and the entry scene it starts in. |
| Build | The output folder, which platforms to build for, and whether it’s optimized. |
| Display | The 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). |
| Rendering | How 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 _.