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Getting Started

The easiest way to use Opal is the hosted editor:

text
https://opal-engine.com/create

Sign in, create a project, and start editing in the browser. Your project saves to your account, and you can publish playable builds to the arcade when you are ready.

Hosted And Local Modes

Opal can run in more than one mode. The editor detects the environment automatically.

ModeHow you reach itProject storageBest for
Hosted portalopal-engine.com/createAccount-backed server storageDaily building, publishing, sharing, arcade
Local dev servernpm run dev then http://127.0.0.1:5173/Local server data folderEngine development, LAN testing, background-removal tooling

If you are making games as a user, start with the hosted portal. If you are editing the engine code, run the local dev server. Without a server API, the editor falls back to browser IndexedDB.

First Launch

  1. Open Create from the site nav, or go to /create.
  2. Sign in or create an account.
  3. Open the Project picker in the editor top bar.
  4. Create a new project.
  5. Open the Scene picker and create or rename your first scene.
  6. Press Play in viewport to confirm the scene runs.

Your work autosaves. The File -> Save command is there when you want to force a save immediately, but normal editing does not require a manual save step.

Projects

The Project picker controls which game you are editing.

Typical actions:

ActionWhere
Switch projectProject picker -> select a project
Create projectProject picker -> New project
Rename projectProject picker -> rename the selected project
Delete projectProject picker -> delete
Publish projectFile -> Publish to Arcade...

A project contains:

  • Ordered scene list and start scene
  • GameState variables
  • Project components
  • Scripts
  • UI definitions
  • Asset library entries
  • Art Canvas graph
  • Sound Canvas graph
  • Publishing metadata

Scenes

The Scene picker switches the active scene.

ActionWhere
New sceneScene picker -> New
Duplicate sceneScene picker -> duplicate
Rename sceneScene picker
Reorder scenesScene picker
Delete sceneScene picker -> delete

Each scene stores objects, hierarchy, Object Flow, Scene Flow, motion data, UI references, physics settings, and scene-level settings.

Top-Bar Menus

Opal has three important top-bar menus:

MenuUse it for
FileSave, Import Scene, Open Project, Export Scene, Export Game, Publish to Arcade
AddAdd Art, Library import, Cutout Tool, Sounds
HelpTutorials & Guides, Keyboard Shortcuts, Console, Problems, About Opal

If you are looking for backups or publishing, use File. If you are bringing new assets into the project, use Add.

Adding Content

Use Add for asset intake:

ItemPurpose
Add ArtPick image files and place them in the current scene immediately
LibraryImport images into the asset library without placing them yet
Cutout ToolOpen Asset Studio for crop, padding, outline, shadow, and background removal
SoundsImport or manage audio clips

Use the left Assets drawer to place imported images, prefabs, character assets, audio, or .ssb sprite sequence bundles.

Use the Art workspace when you need to slice sprite sheets or assemble frame animation before placing/using it.

Use the Sound workspace when you need to trim, layer, normalize, or bake sound effects before wiring them in Flow.

Play Mode

Transport controls sit in the top bar:

ControlAction
Play in viewportRun the game inside the editor canvas
Fullscreen playRun edge-to-edge; editor chrome hides
StopEnd play and restore the editor
StatsToggle performance and debug stats
FlowShow live graph activity while playing

Test constantly. A one-object scene with one Flow rule is easier to fix than a large untested level.

Undo And Redo

Almost all editor edits support undo:

  • Undo: Ctrl+Z (Mac: Cmd+Z)
  • Redo: Ctrl+Y or Ctrl+Shift+Z

Undo includes object transforms, inspector edits, Flow graph changes, Art Canvas graph changes, Sound Canvas graph changes, motion keys, and component field edits. When you are typing in a text field or the script editor, undo applies to that field.

Saving, Exporting, And Backups

MechanismWhat it does
AutosaveSaves normal editing changes
File -> SaveForces an immediate save
File -> Export SceneDownloads the active scene as JSON
File -> Export GameDownloads the full project as a .opal bundle
File -> Publish to Arcade...Publishes a playable web build on the hosted portal

Exporting a .opal bundle is still useful even when the portal stores your project. Treat it like a milestone backup.

Global Variables

Open Variables in the top bar to declare GameState fields:

TypeExample
Numberscore, coins, timeLeft
BoolhasKey, bossDefeated
TextplayerName, currentQuest

Flow graphs read and write these values as project-wide state. UI bindings and components can use the same values.

Object-scoped variables live on each object in the inspector.

Learn While Editing

Use Help -> Tutorials & Guides or Help -> Keyboard Shortcuts to open the online learning pages in a new tab. The same Help menu can open Console and Problems in the editor when debugging.

Next Steps

Opal Engine — MIT licensed