here's quest's default new game code / file:
(you can use your basic text editor software, like notepad, wordpad, Apple: text editor, notepad++, and/or quest itself,via it's GUI/Editor, the file extension must be the, *.aslx, for example, NAME_OF_GAME_FILE_OR_LIBRARY_FILE.aslx', when you save it)
<asl version="550"> <include ref="English.aslx" /> <include ref="Core.aslx" /> <game name="xxx"> <gameid>an algorithm generated random hash string</gameid> <firstpublished>2016</firstpublished> <version>1.0</version> </game> <object name="room"> <inherit name="editor_room" /> <object name="player"> <inherit name="editor_object" /> <inherit name="editor_player" /> </object> </object> </asl>
and a Library file (also uses the *.aslx extension):
<library> // your content/code </library>
Games you create off-line can be made into packages (using the "publish" tool), and then uploaded to this website, where people can play them on-line or download them, just as with a game created on-line. You can also share the game if you want.
Off-line is definitely better if you are serious about creating games:
Just to clarify, no one will see, be able to play or know anything about a game you make offline until you upload it.
If you're making game for your friends, you can share the game folder with them just like any other folder, but those people will need Quest on their PC to play it.
Still, you can use the online editor and, instead of publishing it publicly, you can either upload it as unlisted or download the files, copy them into your offline editor and publish them.
Publishing in the offline editor just compiles the game into a
.quest file. You can either upload it or keep it for yourself.
It's also important to remember that you can only upload a game to the web by publishing it. This means that any changes made with the offline editor cannot be uploaded to the online one to continue working on the web.