Sharing And Publishing
The primary publishing path is the hosted Opal editor:
Editor project -> File -> Publish to Arcade... -> public game pageUse Export Project… for backups and moving a project between accounts or machines. On Opal Desktop, the project already lives in a folder — File → Cloud Sync… moves it to your account without an export.
Publishing Options
| Option | Use |
|---|---|
| Publish to Arcade | Public playable game page hosted by Opal |
| Export Project… | Complete editable .opal project backup |
| Export Game | Playable game package for the standalone player build |
| Export Scene | One-scene backup or bug repro |
| Cloud Sync (Desktop) | Upload, download, or sync a project folder with your Opal account |
Publish To The Arcade
Publish from the browser editor:
Publishing needs an account because the game needs an owner, project record, and public slug.
The start scene is the scene players see first. Test from that scene before publishing.
Opal snapshots the project, prepares publish metadata, and asks whether the game can be remixed.
Published games get pages such as /g/<slug> and playable routes such as /play/<slug>.
Publishing is not just a final step. Publish small builds during development so you can test the real player route and share progress.
Remixing
When publishing, decide whether other users can remix the game.
| Choice | Meaning |
|---|---|
| Remix allowed | Other users can open a copy as a starting point for their own project |
| Remix off | The game remains playable, but visitors do not get a remix starting point |
For tutorials, starter kits, and examples, enable remixing. For personal finished games, choose based on how open you want the project to be.
Update A Published Game
When you change the project:
- Make the edit.
- Press Play and test.
- Use File -> Publish to Arcade... again.
- Open the public game page in a fresh tab.
The exact public page behavior depends on the current publish metadata and slug, but the habit is simple: edit, test, publish, verify.
Export A Project Backup
Use File -> Export Project… to download a named .opal archive. It preserves scenes, Art/Sound/Particle source graphs, script drafts and recovery sources, project settings, custom and empty asset folders, and all project assets.
Open it with Open Project… in the browser or Import Project… in Desktop. Opal validates the archive and creates an independent copy. A failed upload stays out of the project list; Retry continues the prepared import using files already uploaded. Keep the editor open for this retry. Cancel is available until the final save begins.
Text and source files compress automatically; already compressed images and audio remain stored efficiently. Older game and scene .opal files still open, but an old game export cannot restore source graphs that were never included.
Desktop also includes portable extra files such as notes, following the Cloud Sync exclusions for local credentials/configuration. Local history, .opal/, and .git/ metadata are outside the portable project.
Use .opal exports for:
- Milestone backups
- Moving work between machines
- Saving a snapshot before risky changes
- Bug reports and repro files
Even with account storage, exports are worth keeping. They are your local "I can always get back here" file.
Export One Scene
Use File -> Export Scene to download the active scene.
Scene exports are useful for:
- Sharing one level draft
- Moving one scene into another project
- Creating small bug repros
- Backing up before a large scene rewrite
A scene export is not the full game. It does not include every project scene or the whole project asset library.
Desktop And Cloud
Opal Desktop keeps the project in a folder you own. File → Cloud Sync… connects that folder to your Opal account after you sign in through the website:
| Action | Use |
|---|---|
| Upload… | Send this folder to your account |
| Download Latest… | Bring cloud changes into this folder |
| Sync… | Combine both sides |
| Download a Cloud Project… | Save an existing account project into a new folder |
Desktop saves stay in the folder. You can keep editing offline. Publishing to the arcade is still File → Publish to Arcade… in the browser editor after the project is on your account.
Folder commands, Cloud Sync, recovery copies, and the unsigned-preview note: Opal Desktop.
What Needs A Signed-In Account
Publishing, arcade listings, Cloud Sync, and cross-device account storage need you to be signed in on opal-engine.com. Desktop folders work offline without an account. Export Project… and Export Scene work offline as files you keep yourself.
Release Checklist
Before publishing:
- Set the correct start scene.
- Play from the start scene to the ending.
- Test fullscreen layout.
- Verify images,
.ssbbundles, and sounds load. - Resolve Problems panel warnings.
- Confirm the UI/HUD works at likely screen sizes.
- Export a final
.opalbackup. - Publish to the arcade.
- Open the public game page in a new tab or device.