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BGA Studio
(for web developers)

• You are a web developer fluent in server side (PHP, SQL) and client side (HTML, Javascript) languages

So this presentation looks easy and fun to you.

• You want full access to the BGA development stack to develop complex games (but we still advise you to start with something simple for your first game!)

Check the documentation and tutorials to get started!

What is BGA Studio?

Getting started

4 slideshare presentations to get ready to use BGA Studio in 30 minutes:

Reference Documentation

This page comes from BGA wiki, and has been written by BGA players community. Feel free to edit it!

What is Board Game Arena Studio?

Board Game Arena Studio is a platform to build online board game adaptations using the Board Game Arena platform.

It is open to any gamer with software development skills :)

BGA Studio website: http://en.studio.boardgamearena.com

Original announcement on BGA forum: http://forum.boardgamearena.com/viewtopic.php?f=10&t=1973

How to join the BGA developer team?

Please see this page: How to join BGA developer team?

Great, I'm in! ... How should I start?

If you didn't already, check the presentations at the top of this page to get the basics.

Then, you should checkout the First steps with BGA Studio to make sure that runs fine.

After that, we strongly advise you to take one of these game creation tutorials:

Then start editing files and see what happens! ;)

Once you're done with tutorials, you can start a real game (or join existing project)

If you have any questions, please check out the Studio FAQ first, then if you didn't find the answer you were looking for, please post your question on the development forum.

BGA Studio documentation

BGA Studio Framework reference

This part of the documentation focuses on the development framework itself: functions and methods available to build your game.

File structure of a BGA game

Game logic (Server side)

Game interface (Client side)

Other components

BGA Studio game components reference

Game components are useful tools you can use in your game adaptations.

  • Deck: a PHP component to manage cards (deck, hands, picking cards, moving cards, shuffle deck, ...).
  • Counter: a JS component to manage a counter that can increase/decrease (ex: player's score).
  • Scrollmap: a JS component to manage a scrollable game area (useful when the game area can be infinite. Examples: Saboteur or Takenoko games).
  • Stock: a JS component to manage and display a set of game elements displayed at a position.
  • Zone: a JS component to manage a zone of the board where several game elements can come and leave, but should be well displayed together (See for example: token's places at Can't Stop).

Undocumented component (if somebody knows please help with docs)

  • Draggable: a JS component to manage drag'n'drop actions.
  • ExpandableSection: a JS component to manage a rectangular block of HTML than can be displayed/hidden.
  • Wrapper: a JS component to wrap a <div> element around its child, even if these elements are absolute positioned.

BGA Studio user guide

This part of the documentation is a user guide for the BGA Studio online development environment.


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Unknown/Secret player scores

I had a comment about one of the items that appeared in the recent Alpha Review guidelines:
When the number of points is secret, we recommend to use a question mark "?" instead of a hyphen "-" (because the hyphen can be misunderstood to mean "0" instead of "secret")
Shouldn't this be handled at the framework level? The dash is what is displayed by the counter whenever the 'score' property of the players in gamedatas is undefined. In Off the Rails, I've recently followed the trend set by For Sale, Kingdom Builder and Thurn and Taxis, which show the score as a dash by unsetting or never defining the 'score' property of the players in gamedatas until the scores are known. This seems to be the most concise and elegant solution for developers.

I don't see the dash as ambiguous at all, especially if a player understands the rules well enough to know when scores are known. It's a great improvement over '0', which was confusing in my first game of Troyes, where I thought I was the only one scoring any points. If a question mark is indeed a better solution and the preference of the admins, there should be a standard and consistent way to do this with documented framework features (a property of the counter, perhaps). Developers shouldn't each be writing their own solutions to overriding the score counter's value.
09/24/2020 4 comments

bug status

Is there any description about bug status in BGA? E.g. notabug, fixed, confirmed is fairly easy to comprehend, but what is the difference between awaiting, open, notconfirmed, acknowledged? It would be good to have short info in bug forum page about all types of states. (or even better - tooltip while hovering over state of bug)
09/21/2020 1 comment

Dice animations and Stock

Hi There

I was wondering if there was an easy way to integrate rolling dice animations and the Stock component. I'm hoping there's a way to animate between a few randomly chosen Stock types before ending at a specific Stock type.

I currently use Stock to hold all the dice a player has and Stock types to hold the faces of a dice. Using Stock is the easiest way to control all of this and show the dice pool to the user. The only problem I have is once I randomly roll the dice, I can't animate it to the user.

I've seen lots of great examples of how to animate dice rolls and card flips using things like CSS Keyframes and more. The problem I have is linking these roll animations with the animation Stock uses when showing items to a user.

https://boardgamearena.com/forum/viewto ... ice#p35593
https://boardgamearena.com/forum/viewto ... ion#p26198
https://boardgamearena.com/forum/viewto ... ard#p35487

The current code for this is obviously pretty straight forward:

CODE: Select all

        updateDice: function( new_dice, player_id )
            var hand = this.dice[player_id];

            for ( var i in new_dice) {
                var dice = new_dice[i];
                hand.addToStockWithId(dice.dice_slot, dice.dice_id);
Any help on thsi would be greatly appreciated. I'm a developer working on the Dice Summoners adaptation.

Eoin Cos
09/18/2020 Comment on this

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