playableintelligence/game-creator

promo-video

Record a high-FPS autonomous promo video of a Phaser game using Playwright.

Vedi sorgente

Come usare

  1. Copia il comando e controlla il pacchetto prima di installarlo nel tuo ambiente agente.
  2. Controlla strumenti, credenziali e ambienti richiesti nel documento originale.
  3. Descrivi input e risultato desiderato; confronta l’output con le fonti.
npx skills add https://github.com/playableintelligence/game-creator --skill promo-video

Prima di iniziare

  • L’installazione non include abbonamenti, quote API o accesso ai file.
  • Stelle e installazioni indicano attività, non un test indipendente di qualità o sicurezza.
Documento Skill originale

Contenuto dal repository con titoli, esempi, codice, tabelle, link e immagini preservati.

Promo Video Recording

Record smooth, autonomous promo footage of a Phaser game for marketing / social media. The output is a 50 FPS MP4 in mobile portrait (9:16) — ready for TikTok, Reels, Moltbook, or X.

Technique

Playwright's recordVideo caps at 25 FPS with no config option. We work around it:

  1. Slow the game to 0.5× by patching all 5 Phaser time subsystems
  2. Record for 2× the desired duration at Playwright's native 25 FPS
  3. FFmpeg speed-up 2× → effective 50 FPS output
ParameterDefaultEffect
SLOW_MO_FACTOR0.5Game runs at half speed → 50 FPS output
WALL_CLOCK_DURATIONDESIRED_GAME_DURATION / SLOW_MO_FACTORRecord for 2× to get correct game-time
VIEWPORT{ width: 1080, height: 1920 }9:16 mobile portrait (always default unless user specifies otherwise)
DESIRED_GAME_DURATION13000 (ms)~13s of game-time → ~6.5s promo clip

Prerequisites

  • Playwright — must be installed (npm install -D @playwright/test && npx playwright install chromium)
  • FFmpeg — must be available on PATH (brew install ffmpeg on macOS)
  • Dev server running — game must be served on localhost

Check both before starting:

bash
npx playwright --version
ffmpeg -version | head -1

If FFmpeg is not found, warn the user and skip the promo video step (it's non-blocking — the game still works without it).

Capture Script — Game-Specific Adaptation

Every game gets a custom scripts/capture-promo.mjs. The subagent must read the game's source files to determine:

1. Death/Failure Patching (CRITICAL)

The video must show continuous gameplay — never game over. Read GameScene.js (or equivalent) to find the death/failure method and monkey-patch it out.

How to find it: Search for the method called on collision/death. Common patterns:

  • this.triggerGameOver() — dodge games
  • this.takeDamage() → this.lives <= 0 — multi-life games
  • this.gameOver() — direct call
  • eventBus.emit(Events.PLAYER_HIT) / eventBus.emit(Events.GAME_OVER) — event-driven

Patch template (adapt per game):

js
await page.evaluate(() => {
  const scene = window.__GAME__.scene.getScene("GameScene");
  if (scene) {
    // Patch ALL paths to game over
    scene.triggerGameOver = () => {};
    scene.onPlayerHit = () => {};
    // For multi-life games, also prevent damage:
    // scene.takeDamage = () => {};
    // scene.playerDied = () => {};
  }
});

2. Input Sequence Generation

The video must show dynamic, natural-looking gameplay. Read the game's input handling to determine:

  • Which keys — ArrowLeft/ArrowRight? Space? WASD? Mouse clicks?
  • Input style — continuous hold (movement), tap (jump/shoot), or both?
  • Movement pattern — should the player sweep across the screen, dodge reactively, jump rhythmically?

Input patterns by game type:

Game TypeInput KeysPattern
Side dodgerArrowLeft, ArrowRightAlternating holds (150-600ms) with variable pauses, occasional double-taps
Platformer / FlappySpaceRhythmic taps (80-150ms hold) with variable gaps (200-800ms)
Top-downWASD / ArrowsMixed directional holds, figure-eight patterns
ShooterArrowLeft/Right + SpaceMovement interleaved with rapid fire
Clicker/TapperMouse click / SpaceRapid bursts separated by brief pauses

Randomize timing to avoid robotic-looking movement:

js
const holdMs = 150 + Math.floor(Math.random() * 450);
const pauseMs = 50 + Math.floor(Math.random() * 250);

Add a pause at the start (1-2s) to let the entrance animation play — this is the hook.

3. Game Boot Detection

All Phaser games built with the /viral-game or /make-game pipelines expose these globals:

  • window.__GAME__ — Phaser.Game instance
  • window.__GAME_STATE__ — GameState singleton
  • window.__EVENT_BUS__ — EventBus singleton

Wait for both boot and active gameplay:

js
await page.waitForFunction(() => window.__GAME__?.isBooted, { timeout: 15000 });
await page.waitForFunction(() => window.__GAME_STATE__?.started, {
  timeout: 10000,
});

4. Time Scaling Injection

Slow all 5 Phaser time subsystems for the recording:

js
await page.evaluate(
  ({ factor }) => {
    const game = window.__GAME__;
    const scene = game.scene.getScene("GameScene");

    // 1. Update delta — slows frame-delta-dependent logic
    const originalUpdate = scene.update.bind(scene);
    scene.update = function (time, delta) {
      originalUpdate(time, delta * factor);
    };

    // 2. Tweens — slows all tween animations
    scene.tweens.timeScale = factor;

    // 3. Scene timers — slows scene.time.addEvent() timers
    scene.time.timeScale = factor;

    // 4. Physics — slows Arcade/Matter physics
    // NOTE: Arcade physics timeScale is INVERSE (higher = slower)
    if (scene.physics?.world) {
      scene.physics.world.timeScale = 1 / factor;
    }

    // 5. Animations — slows sprite animation playback
    if (scene.anims) {
      scene.anims.globalTimeScale = factor;
    }
  },
  { factor: SLOW_MO_FACTOR },
);

The 5 subsystems:

  1. Update delta — scene.update(time, delta * factor) slows frame-delta-dependent logic
  2. Tweens — scene.tweens.timeScale slows all tween animations
  3. Scene timers — scene.time.timeScale slows scene.time.addEvent() timers
  4. Physics — scene.physics.world.timeScale slows Arcade/Matter physics (uses inverse: 1/factor)
  5. Animations — scene.anims.globalTimeScale slows sprite animation playback

5. Video Finalization

js
const video = page.video();
await context.close(); // MUST close context to finalize the video file
const videoPath = await video.path();

Full Capture Script Template

js
import { chromium } from "playwright";
import path from "path";
import fs from "fs";
import { fileURLToPath } from "url";

const __dirname = path.dirname(fileURLToPath(import.meta.url));
const PROJECT_DIR = path.resolve(__dirname, "..");

// --- Config ---
const args = process.argv.slice(2);
function getArg(name, fallback) {
  const i = args.indexOf(`--${name}`);
  return i !== -1 && args[i + 1] ? args[i + 1] : fallback;
}

const PORT = getArg("port", "3000");
const GAME_URL = `http://localhost:${PORT}/`;
const VIEWPORT = { width: 1080, height: 1920 }; // 9:16 mobile portrait
const SLOW_MO_FACTOR = 0.5;
const DESIRED_GAME_DURATION = parseInt(getArg("duration", "13000"), 10);
const WALL_CLOCK_DURATION = DESIRED_GAME_DURATION / SLOW_MO_FACTOR;
const OUTPUT_DIR = path.resolve(PROJECT_DIR, getArg("output-dir", "output"));
const OUTPUT_FILE = path.join(OUTPUT_DIR, "promo-raw.webm");

// <ADAPT: Generate game-specific input sequence>
function generateInputSequence(totalMs) {
  const sequence = [];
  let elapsed = 0;

  // Pause for entrance animation
  sequence.push({ key: null, holdMs: 0, pauseMs: 1500 });
  elapsed += 1500;

  // <ADAPT: Replace with game-specific keys and timing>
  const keys = ["ArrowLeft", "ArrowRight"];
  let keyIdx = 0;

  while (elapsed < totalMs) {
    const holdMs = 150 + Math.floor(Math.random() * 450);
    const pauseMs = 50 + Math.floor(Math.random() * 250);

    // Occasional double-tap for variety
    if (Math.random() < 0.15) {
      sequence.push({ key: keys[keyIdx], holdMs: 100, pauseMs: 60 });
      elapsed += 160;
    }

    sequence.push({ key: keys[keyIdx], holdMs, pauseMs });
    elapsed += holdMs + pauseMs;

    // Alternate direction (with occasional same-direction repeats)
    if (Math.random() < 0.75) keyIdx = 1 - keyIdx;
  }

  return sequence;
}

async function captureGameplay() {
  console.log("Capturing promo video...");
  console.log(
    `  URL: ${GAME_URL} | Viewport: ${VIEWPORT.width}x${VIEWPORT.height}`,
  );
  console.log(
    `  Game duration: ${DESIRED_GAME_DURATION}ms | Wall clock: ${WALL_CLOCK_DURATION}ms`,
  );

  fs.mkdirSync(OUTPUT_DIR, { recursive: true });

  const browser = await chromium.launch({ headless: true });
  const context = await browser.newContext({
    viewport: VIEWPORT,
    recordVideo: { dir: OUTPUT_DIR, size: VIEWPORT },
  });

  const page = await context.newPage();
  await page.goto(GAME_URL, { waitUntil: "networkidle" });

  // Wait for game boot + gameplay active
  await page.waitForFunction(() => window.__GAME__?.isBooted, {
    timeout: 15000,
  });
  await page.waitForFunction(() => window.__GAME_STATE__?.started, {
    timeout: 10000,
  });
  await page.waitForTimeout(300);
  console.log("  Game active.");

  // <ADAPT: Patch out death — find the actual methods from GameScene.js>
  await page.evaluate(() => {
    const scene = window.__GAME__.scene.getScene("GameScene");
    if (scene) {
      scene.triggerGameOver = () => {};
      scene.onPlayerHit = () => {};
    }
  });
  console.log("  Death patched.");

  // Slow all 5 Phaser time subsystems
  await page.evaluate(
    ({ factor }) => {
      const game = window.__GAME__;
      const scene = game.scene.getScene("GameScene");
      const originalUpdate = scene.update.bind(scene);
      scene.update = function (time, delta) {
        originalUpdate(time, delta * factor);
      };
      scene.tweens.timeScale = factor;
      scene.time.timeScale = factor;
      if (scene.physics?.world) scene.physics.world.timeScale = 1 / factor;
      if (scene.anims) scene.anims.globalTimeScale = factor;
    },
    { factor: SLOW_MO_FACTOR },
  );
  console.log(`  Slowed to ${SLOW_MO_FACTOR}x.`);

  // Execute input sequence
  const sequence = generateInputSequence(WALL_CLOCK_DURATION);
  console.log(
    `  Playing ${sequence.length} inputs over ${WALL_CLOCK_DURATION}ms...`,
  );

  for (const seg of sequence) {
    if (!seg.key) {
      await page.waitForTimeout(seg.pauseMs);
      continue;
    }
    await page.keyboard.down(seg.key);
    await page.waitForTimeout(seg.holdMs);
    await page.keyboard.up(seg.key);
    if (seg.pauseMs > 0) await page.waitForTimeout(seg.pauseMs);
  }

  console.log("  Input complete.");

  // Finalize video
  const video = page.video();
  await context.close();
  const videoPath = await video.path();

  if (videoPath !== OUTPUT_FILE) {
    fs.renameSync(videoPath, OUTPUT_FILE);
  }

  await browser.close();
  console.log(`  Raw recording: ${OUTPUT_FILE}`);
  console.log("Done.");
}

captureGameplay().catch((err) => {
  console.error("Capture failed:", err);
  process.exit(1);
});

FFmpeg Conversion

After recording, convert the raw slow-mo WebM to a high-FPS MP4. The convert-highfps.sh script is bundled with this skill at skills/promo-video/scripts/convert-highfps.sh.

bash
# Copy to project (orchestrator does this)
cp <plugin-root>/skills/promo-video/scripts/convert-highfps.sh <project-dir>/scripts/

# Run conversion
bash scripts/convert-highfps.sh output/promo-raw.webm output/promo.mp4 0.5

The script:

  • Applies setpts to speed up the video by 1/factor
  • Sets output framerate to 25 / factor (= 50 FPS for 0.5× slow-mo)
  • Encodes H.264 with crf 23, yuv420p, faststart
  • Verifies output duration, frame rate, and file size

Viewport Defaults

Always record in mobile portrait (9:16) unless the user explicitly requests otherwise. Rationale:

  • Games are played on phones — promo footage should show the real mobile experience
  • 9:16 is native for TikTok, Instagram Reels, YouTube Shorts
  • 1080×1920 is the standard resolution
Aspect RatioViewportUse Case
9:16 (default)1080 × 1920Mobile portrait — TikTok, Reels, Shorts, Moltbook
1:11080 × 1080Square — Instagram feed, X posts
16:91920 × 1080Landscape — YouTube, trailers, desktop games

Duration Guidelines

Game TypeRecommended DurationWhy
Arcade / dodger10-15sFast action, multiple dodge cycles
Platformer15-20sShow jump timing, level progression
Shooter12-18sShow targeting, enemy waves
Puzzle8-12sShow one solve sequence

Checklist

Before running the capture:

  • [ ] Dev server is running and responding
  • [ ] FFmpeg is installed on the system
  • [ ] Playwright is installed with Chromium
  • [ ] Game boots directly into gameplay (no menu blocking)
  • [ ] Death/failure method identified and patched
  • [ ] Input keys match the game's actual controls
  • [ ] Entrance animation pause is included (1-2s)
  • [ ] Output directory exists

After capture:

  • [ ] Raw WebM exists in output/
  • [ ] FFmpeg conversion produces valid MP4
  • [ ] Duration is ~half the raw recording (speed-up worked)
  • [ ] Frame rate is 50 FPS
  • [ ] Video shows gameplay (not a black screen)
dallo stesso repository

Altri Skills

Tutti gli Skills
playableintelligence
Community

add-3d-assets

Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games. Use when the user says "add 3D models", "replace the boxes with real models", "add GLB assets", or "make the 3D game look real". For 2D pixel art, use add-assets instead. Do NOT use for 2D pixel art (use add-assets) or gameplay changes (use add-feature).

installazioni
1
GitHub Stars
346
Aggiornato
25 mag
playableintelligence
Community

add-multiplayer

Add real-time or turn-based multiplayer to an existing browser game using PartyKit (Cloudflare Durable Objects). Scaffolds a room-based server, a NetworkManager client, EventBus events, GameState fields, Constants, and extends rendergametotext(). Use when the user says "add multiplayer", "make this multiplayer", "add real-time co-op", "add online play", "scaffold multiplayer", or "add netcode". Do NOT use for solo leaderboards (use monetize-game), single-player AI opponents (use add-feature), or

installazioni
1
GitHub Stars
346
Aggiornato
25 mag
playableintelligence
Community

design-game

Audit and improve the visual design, polish, and player experience of an existing game. Use when the user says "make my game look better", "improve the design", "add polish", "add juice", "add particles", "fix the UI", or "make it more visually appealing". Do NOT use for gameplay logic changes (use add-feature instead).

installazioni
1
GitHub Stars
346
Aggiornato
25 mag
playableintelligence
Community

fetch-tweet

Fetch tweet content directly from fxtwitter API. Use when given a tweet/X URL to extract the tweet text, author, media, and engagement stats without loading x.com.

installazioni
1
GitHub Stars
346
Aggiornato
25 mag