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Creating Point and Click Games with Escoria

Export your game

Escoria will be fully compatible with Godotexport options. These options are one of the strength of the software as you can export up to 6 different platforms. When exporting, you’ll need to go to theExportmenu on top of Godot window. From there, theProject Export Settingswindow will be displayed.

Export window in Godot

Installing export templates

You may notice that export buttons are unavailable and that there is a warning message under the platform list. In fact, Godot needs export templates. Export templates are complete engine builds for each platform: a Godot without the editing tools. So it’s important to get the export templates that:

  • are the same version of your Godot
  • can export to the target platform

To download export templates, go to Godot download page.

Export templates are provided as separate binaries because they can be very heavy. Today, Godot is 40Mb uncompressed but export templates are 170Mb compressed. Another point is that you may not need them all. Having them separate will let you install only the ones you need.

Once you have them, go to Settings (on top right of Godot's window) and choose Install Export Templates. Select the package and it’s done.

Each export has common and specific options. What is specific to the platform is displayed in the Options panel of Target tab. To make a good export it is important to look at the platform publisher guidelines. Errors displayed at the bottom of the export window can help find most important options to set for the chosen platform. As you can see, exporting to Linux may require few things (in fact, only the export template) while exporting to Android will need more.

Godot export to linuxgodot export to android

Those data can generally been configured in Settings > Editor settings. There, you can find Properties for each platform. Some of them may need extra effort that are out-of-scope of Godot itself.

Android export settings in Godot

 

Let’s try an HTML5 export.

Note: HTML5 export is currently not properly supported by Escoria, see https://github.com/godotengine/escoria/issues/44 .

  1. Choose HTML5 in export to Platform list
  2. You can leave the options as there are:
    godot export to HTML5 options
  3. Go to Resources tab. Because we want the .esc files to be used in the game, let’s add them in the filters to export input:
  4. You can then optionally ask Godot to do some automatic job on the content. The image let’s you define an export format and a default quality for all use images. It’s on "png" by default but you can check results with Compress options:
  5. The same can be done with Samples. Here you can change the sample rate to a smaller settings (putting a higher won’t improve the sound quality if you find them bad). Generally, we can leave it to 44100. But you can test with lower values. If you are not sure there is no blank and the end of sound files, you can ask Godot to do it by switching the trim option on:
  6. You can then click the Export button, choose the export directory and wait.

Except the first tab, which is to define option for each platform, all other tabs are common so you can begin play we all export an play.

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