@bitmagic/cli 0.1.65-dev.2 → 0.1.65-dev.20
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +137 -14
- package/assets/skills/trailer-craft.md +180 -0
- package/dist/assets/materials.d.ts +9 -0
- package/dist/assets/materials.js +10 -2
- package/dist/assets/materials.js.map +1 -1
- package/dist/cli.d.ts +9 -0
- package/dist/cli.js +2 -0
- package/dist/cli.js.map +1 -1
- package/dist/commands/character.d.ts +18 -0
- package/dist/commands/character.js +268 -0
- package/dist/commands/character.js.map +1 -0
- package/dist/commands/forge.d.ts +15 -0
- package/dist/commands/forge.js +143 -38
- package/dist/commands/forge.js.map +1 -1
- package/dist/commands/generate.d.ts +31 -13
- package/dist/commands/generate.js +48 -56
- package/dist/commands/generate.js.map +1 -1
- package/dist/commands/trailer.js +1 -1
- package/dist/commands/trailer.js.map +1 -1
- package/dist/editor/animation-preview-page.js +43 -1
- package/dist/editor/animation-preview-page.js.map +1 -1
- package/dist/editor/asset-detail-panel.d.ts +2 -2
- package/dist/editor/asset-detail-panel.js +21 -0
- package/dist/editor/asset-detail-panel.js.map +1 -1
- package/dist/editor/asset-viewer.js +31 -8
- package/dist/editor/asset-viewer.js.map +1 -1
- package/dist/editor/shell-page.js +63 -1
- package/dist/editor/shell-page.js.map +1 -1
- package/dist/forge/edit-target.d.ts +30 -0
- package/dist/forge/edit-target.js +88 -0
- package/dist/forge/edit-target.js.map +1 -0
- package/dist/forge/prune-store.d.ts +46 -0
- package/dist/forge/prune-store.js +86 -0
- package/dist/forge/prune-store.js.map +1 -0
- package/dist/forge/remote-store.d.ts +36 -0
- package/dist/forge/remote-store.js +113 -0
- package/dist/forge/remote-store.js.map +1 -0
- package/dist/forge/run-pipeline.js +5 -1
- package/dist/forge/run-pipeline.js.map +1 -1
- package/dist/forge/stream.d.ts +5 -1
- package/dist/forge/stream.js +4 -0
- package/dist/forge/stream.js.map +1 -1
- package/dist/generate/character-body.d.ts +79 -0
- package/dist/generate/character-body.js +100 -0
- package/dist/generate/character-body.js.map +1 -0
- package/dist/mobile/asset-hosts.d.ts +7 -9
- package/dist/mobile/asset-hosts.js +7 -16
- package/dist/mobile/asset-hosts.js.map +1 -1
- package/dist/project/character-search.d.ts +30 -0
- package/dist/project/character-search.js +82 -0
- package/dist/project/character-search.js.map +1 -0
- package/dist/scaffold/asset-pipeline-skill-files.d.ts +38 -0
- package/dist/scaffold/asset-pipeline-skill-files.js +202 -0
- package/dist/scaffold/asset-pipeline-skill-files.js.map +1 -0
- package/dist/scaffold/blender-level-skill-files.js +3 -2
- package/dist/scaffold/blender-level-skill-files.js.map +1 -1
- package/dist/scaffold/project-files.js +16 -12
- package/dist/scaffold/project-files.js.map +1 -1
- package/dist/scaffold/project.js +4 -1
- package/dist/scaffold/project.js.map +1 -1
- package/dist/scaffold/skill-files.d.ts +32 -5
- package/dist/scaffold/skill-files.js +102 -63
- package/dist/scaffold/skill-files.js.map +1 -1
- package/dist/telemetry/creator-prompt.d.ts +18 -2
- package/dist/telemetry/creator-prompt.js +24 -3
- package/dist/telemetry/creator-prompt.js.map +1 -1
- package/dist/telemetry/report.js +31 -16
- package/dist/telemetry/report.js.map +1 -1
- package/package.json +4 -4
package/README.md
CHANGED
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@@ -202,7 +202,8 @@ browser reloads itself on every change and the assets panel shows each generatio
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| `bitmagic publish [--visibility public\|private] [--name <name>] [--description <desc>] [--force] [--single-file] [--version-url] [--no-qr]` | Verify-gate, build if needed, and upload straight to GCS. `--single-file` publishes the offline bundle described under `bitmagic build`; switching the flag between runs always rebuilds, since it changes nothing on disk for the reuse check to notice. **Keeps the game's current visibility**; a new game is private until published with `--visibility public`. Prints the link worth sharing: `bitmagic.ai/play/<ID>/` — the game's page, with its name, cover and comments — for a public game, and `bitmagic.ai/games/<ID>/` for a private one. Both always serve the newest publish, so a link handed out today keeps working after tomorrow's publish; `--version-url` also prints the URL of this one build (`.../indexN.html`), for pinning a bug report to it. Shows the shared URL as a QR code so you can scan it onto a phone — drawn in the terminal, or written to `.bitmagic/publish-qr.png` when it cannot be. `--no-qr` skips both. |
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| `bitmagic self-update [--tag latest\|dev]` | Update the **CLI itself** to the newest build of its line, installing into the place this CLI actually lives rather than wherever the `npm` on your `PATH` would put it — which under nvm is routinely somewhere else. Reads the project's line from `bitmagic.json` when there is one, so it also fixes a wrong-line install; `--tag` overrides. Verifies the version on disk moved, and refuses (naming the path) for an `npx` run, a source checkout, or an install shape it cannot recognise. Not to be confused with `upgrade`, which is about the project's engine. |
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| `bitmagic upgrade [--engine <version>] [--force]` | Refresh vendored platform files and the CLI's own skills to the currently published engine. Refuses a dirty git tree unless `--force`. Also records the project's `environment` in `bitmagic.json` if it has none yet — the engine it just vendored came from that api-server — and says so when it does. |
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| `bitmagic generate <skybox\|background\|block-type\|sound\|music\|image\|video\|character\|animation\|model\|prop\|vehicle> ...` | Generate one asset directly into `src/work/world.json`. Costs sparks. `model` mints a **new** 3D object from a prompt, `prop` upgrades an existing placeholder **in place** (both produce voxels directly; `--mesh` takes the older mesh path; a low-poly project keeps the mesh as a `glb` asset — see **Art style**), `vehicle` adds a new drivable one, `animation` takes a parameter spec rather than a prompt, `block-type` registers a custom voxel block, `video` makes a short clip for a cutscene (played with `engine.playVideo("<id>")`) — see **Cutscene clips** below. `skybox` and `background` write the **same** field: pick one. |
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| `bitmagic generate <skybox\|background\|block-type\|sound\|music\|image\|video\|character\|animation\|model\|prop\|vehicle> ...` | Generate one asset directly into `src/work/world.json`. Costs sparks. `model` mints a **new** 3D object from a prompt, `prop` upgrades an existing placeholder **in place** (both produce voxels directly; `--mesh` takes the older mesh path; a low-poly project keeps the mesh as a `glb` asset — see **Art style**), `vehicle` adds a new drivable one, `animation` takes a parameter spec rather than a prompt, `block-type` registers a custom voxel block, `video` makes a short clip for a cutscene (played with `engine.playVideo("<id>")`) — see **Cutscene clips** below. `skybox` and `background` write the **same** field: pick one. **`character` now lives in its own group** — `bitmagic character generate|search|add` — and `bitmagic generate character` is a deprecated alias of the first; see **Characters**. |
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| `bitmagic character <generate\|search\|add> ...` | Forge a character, look through the ready-made ones, or add one. `generate` costs sparks and may substitute a close-enough stored body (`--fresh` always forges). `search` lists the shelf's closest matches with their scores — free, changes nothing. `add` puts a stored body in the game for free and never forges. See **Characters** below. |
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| `bitmagic assets add <file> [--name <n>] [--asset-id <id>] [--keep-glb\|--voxelize] [--voxel-size <m>] [--max-voxel-size <m>] [--height <m>] [--hollow\|--solid] [--force]` | Upload **your own** file — `.glb`, `.vxl`, `.png/.jpg/.webp`, `.opus/.ogg/.m4a/.mp3`, `.json` — into the game's assets and write its entry into `src/work/world.json`. A `.glb` is voxelized in a headless browser (Chrome + a free port in 3000–3199, like `prop`) unless `--keep-glb` — or unless the project is low-poly (see **Art style**). Free — no sparks. See **Adding your own assets** below. |
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| `bitmagic assets list` | The assets in `world.json`: id, name, type, size, placed instances, and total references. Local, no network. |
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| `bitmagic assets materials <assetId> [--set <file.json>] [--auto] [--clear]` | Show what an asset's voxels look like, or say what they are **made of** — so a sword's steel blade shines and its leather grip does not. With no flag it prints the asset's colour groups; `--set` applies your verdicts; `--auto` lets a model decide (what `generate prop` and `generate model` already do on their own); `--clear` removes them. Free — no sparks, nothing generated. See **Voxel materials** below. |
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| `bitmagic trailer analyze \| beats \| cut \| render \| merge` | The steps of `make` as separate commands: score a recording into highlight windows with contact sheets; detect a track's beat grid; turn `trailer/shots.json` into a frame-exact `edl.json`; render an EDL (`--ui` redraws the HUD, `--ui-keyframe-rate` caps how often it may change, `--logo`, `--music …`); join recordings from separate sittings. |
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| `bitmagic trailer publish <file.mp4> [--no-attach]` | Upload a trailer (`.mp4`/`.webm`, ≤ 200 MiB, header-checked so a renamed image is refused before upload) to the CDN under `game-media/<gameId>/` and put it at the front of the game page gallery. Re-running replaces the previous trailer (remembered in `.bitmagic/trailer/published.json`); the page is capped at 12 media items. Works before the first publish — the page goes live on the first `bitmagic publish --visibility public`. `--no-attach` uploads only. |
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| `bitmagic forge --prompt "..." [--city\|--dungeon\|--platformer\|--freeform] [--name <name>] [--resume <jobId>]` | Design and bake a whole playable level into `world.json`. Costs sparks, and takes many minutes — the bake alone can take twenty. `--resume <jobId>` picks a failed run back up from the last step that finished, rather than redoing the whole thing. |
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| `bitmagic forge --edit "..." [--level <id or name>]` | Change a detail of a level this project forged — a door style, the light fixtures, a prop — without re-forging it. The stored design is patched and only what the change touches is re-made; the level is replaced in place. See [Editing a forged level](#editing-a-forged-level). |
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| `bitmagic tools <list\|path\|install> [bundle]` | The script bundles the CLI ships for skills that drive Blender or Python (`blender-level`, `unity-import`): what they are, where this install keeps them, and `install` to copy one into the project's `tools/`. Local, no network, no sparks. |
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| `bitmagic levels <list\|add\|rename\|set-start\|remove> ...` | Manage the levels `forge` creates: which one boots, their names, registering a bake you already have, deleting one. Local, no network, no sparks. See **Managing levels** below. |
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character — the same clip preview the Creator has — with play/pause and a speed slider. A clip
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generated from a recording also shows its source video, with the trim marked on it: the frame
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dims behind a `CUT 1.2s FROM THE START` badge whenever the playhead is inside a removed stretch,
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over a seek bar split into labelled `cut | kept | cut` segments.
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over a seek bar split into labelled `cut | kept | cut` segments.
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**A character asset gets a row of built-in animations** — Idle, Walk, Run, Jump, Punch, Kick, Flip,
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Dance — so you can see the body move rather than stand there. Each plays the engine's own clip on
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your rigged character, with the same play/pause and speed slider; **Model** goes back to the still
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mesh. The clips are looked up in your project's vendored engine, so they are the ones your game
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actually plays. A very old engine has no `characterUrl` option and falls back to playing the clip
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on the block character.
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Beside the viewer is everything the row has no
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room for — extent in world units, voxel count, triangle count, and the asset id, with a button to
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copy it so you can paste it into a `bitmagic generate prop --asset …`. Escape closes it. The game
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pauses while it is open and resumes when you close it.
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If the finished asset reports that it will not drive, the project's vendored engine predates
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vehicle-fitment derivation: run `bitmagic upgrade`, then regenerate.
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## Editing a forged level
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A forged level's design is kept on its record, so a detail can be changed without designing and
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baking the world again:
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```bash
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bitmagic forge --edit "make the doors sliding bulkheads"
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bitmagic forge --edit "warm amber lanterns instead of the lamps" --level "Freighter Mk IV"
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bitmagic forge --edit "recolour the hull plating a rusty red" --level level_1788942022362_yujy5i
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```
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The change goes to the designer as one small call that returns the handful of edits to the stored
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design — a fraction of a design's cost — and the level is then built from the edited design under
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a new job. What that build re-makes is decided by comparing it with the original, object by object:
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| The change touches | What is re-made |
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|---|---|
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| the door style | the door leaves and the key pickups |
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| the light fixture (kind, colour, flicker) | the fixtures |
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| a prop or wall-decor kit piece | that piece |
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| a material colour, a wall/floor/ceiling kit piece, the rooms, the viewports, the terrain | the level bake and most objects |
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Everything else — the baked level, every untouched object — is reused, so a door-style edit takes
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about as long as baking three small objects. The run prints what it reused. The level is replaced
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in place: same level id, doors, keys and placed objects rewritten, your other levels untouched. An
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object you have since regenerated in high quality is kept as it is.
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One thing it needs: the level must have been forged by a CLI that records the job on the level
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and mirrors its bakes to the server — anything forged before that is re-forged once and editable
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from then on, from any machine. (A forge keeps its resumable state in the project's
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`.bitmagic/forge` and mirrors the browser-baked records to api-server as it goes, so `--resume`
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and `--edit` both work from a clone that never ran the original forge; a mirror that fails is
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said once and the run continues from the local copy. Once a forge or an edit has landed, the
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finished jobs under `.bitmagic/forge` that no level names any more are removed — an edited level
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keeps only its newest job; an unfinished job, the one `--resume` continues, is kept; the server's
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copies are untouched.) `--level` takes the level's id or name (`bitmagic levels list`), and
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can be left out when the project has one forged level. `--edit` takes no other forge flag; a 2D
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side-view level cannot be edited yet.
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## Managing levels
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`bitmagic forge` bakes levels but could not manage them: only a game's *first* forge became the
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| `bitmagic cover`, `bitmagic reference make` | MagicaVoxel-style prompt lead and tail | flat-shaded low-poly lead and tail (same image model) |
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| `bitmagic assets add x.glb` | voxelized in a headless browser | kept as a `glb` asset; `--voxelize` bakes it |
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| `bitmagic generate model` / `prop` | voxel master, baked in the browser | mesh generated, re-uploaded into the project, registered as `glb` (`--height` / the placeholder's fitBox); `--voxelize` bakes it |
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| `bitmagic generate
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| `bitmagic character generate` | voxelized rig, library search first | the textured low-poly rig; its own library shelf, searched only where the server has enabled it; `--voxelize` overrides |
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| `bitmagic character search` / `add` | searches the voxel shelf | searches the low-poly shelf |
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| `bitmagic generate vehicle` | voxel | still voxel — the builder is voxel-native; the command says so |
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| `bitmagic judge` with no `## Art direction` | grades the style it sees | judges within low-poly |
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| the engine on load | sunset hemisphere light and a faint bloom | neither; a `MeshLevel` brings its own lighting |
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### Characters
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Characters are their own command group, because two different requests used to
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share one command:
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```
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bitmagic character generate --name guard --prompt "..." [--fresh]
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bitmagic character search --prompt "..." [--limit 5] [--representation voxel|lowpoly]
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bitmagic character add --name guard (--id <sid> | --prompt "...")
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```
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- **`generate`** forges a new body and costs sparks. It still consults the
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library first and substitutes a close-enough stored one where the server has
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that enabled — that is a cache hit on a generation you asked for, and it is
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what makes a character sometimes arrive in two seconds. `--fresh` turns it off
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and always forges. (`--no-library` is the deprecated spelling of `--fresh`.)
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- **`search`** lists the closest ready-made bodies with their scores. Free,
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read-only, and it writes nothing to your game.
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- **`add`** puts a stored body in the game. Free, instant, and it **never
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forges**: if the shelf has nothing usable the command fails and charges
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nothing, rather than quietly falling back to a paid generation.
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`bitmagic generate character` still works and is a deprecated alias of
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`bitmagic character generate`; `--library-only` on it is now
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`bitmagic character add`.
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#### Why `search` exists
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Search is not a nicety here, it is the mechanism. Scored against the live index,
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genuine matches land at 0.62–0.83 — and humanoid prompts the shelf *cannot*
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answer land at 0.55–0.70, inside that range. "A beekeeper" fetches a humanoid bee
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at 0.65; "a hazmat worker" a boy mechanic at 0.65. Both are confident, both are
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wrong, and no threshold rejects them without also rejecting real matches. A
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number cannot tell these apart. You can, in about a second:
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```
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$ bitmagic character search --prompt "a deep sea diver"
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3 ready-made voxel character(s) for "a deep sea diver":
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# id match auto description
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1 b1877 57% yes a bearded pirate captain
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2 b0412 54% - a man in a rubber raincoat
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3 b2003 52% - an astronaut in a white suit
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Add one: bitmagic character add --id b1877 --name <name>
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```
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The **auto** column is the bar automatic substitution has to clear (55% on the
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voxel shelf, 65% on the thinner low-poly one). It is shown rather than applied:
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a body below it is often still the one you want, and knowing it is a stretch is
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the useful part.
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`add --id` reads the candidates the last `search` cached in
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`.bitmagic/character-search.json`, so it needs only the id — no re-search, and no
|
|
1387
|
+
retyping the prompt. `add --prompt` with no id takes the closest usable body
|
|
1388
|
+
whatever it scored, which is the "any of these will do" request.
|
|
1389
|
+
|
|
1390
|
+
Neither `--head-scale` nor `--mesh-model` exists on `add`, and that is the point
|
|
1391
|
+
of the split: proportions are baked into a stored body and a mesh model selects
|
|
1392
|
+
how a character would be *forged*. The old `--library-only` had to accept the
|
|
1393
|
+
first and refuse the second; a command that never forges simply does not offer
|
|
1394
|
+
them.
|
|
1395
|
+
|
|
1396
|
+
The shelf follows the project's art style like every other character request: a
|
|
1397
|
+
voxel game searches voxel bodies, a low-poly game searches low-poly ones, and an
|
|
1398
|
+
empty result never falls back to the other medium. `--representation` overrides
|
|
1399
|
+
it if you want to look at the other shelf.
|
|
1400
|
+
|
|
1401
|
+
#### Low-poly characters cost more to forge
|
|
1402
|
+
|
|
1403
|
+
In a low-poly game the textured rig IS the product, so `bitmagic character generate`
|
|
1404
|
+
forges it with `runware-rodin-gen-2`: a quad remesh at a triangle count we choose,
|
|
1405
|
+
with the concept sheet's own A-pose kept. **That bills 60 sparks and takes about
|
|
1406
|
+
three minutes per character**, against 15 sparks and forty seconds for a voxel
|
|
1407
|
+
body — pass `--mesh-model unified-trellis` to put one back on the cheap lane at
|
|
1408
|
+
15 sparks. A voxel game does not get it: the body is rebuilt out of cubes, so the
|
|
1409
|
+
remesh and the texture are thrown away.
|
|
1410
|
+
|
|
1411
|
+
Wall time is why the forge job budget is 20 minutes and api-server's in-handler
|
|
1412
|
+
generation deadline is 29: at the old 8-minute and 280 s ceilings a slow mesh
|
|
1413
|
+
model was killed about three seconds before it finished, after being billed.
|
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1414
|
+
Cloud Run's own 1800 s request timeout was already high enough and is set in
|
|
1415
|
+
roleverse-infra.
|
|
1293
1416
|
|
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1294
1417
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Both commands print `Art style: … (game.json)` so a transcript shows which medium drove them, and a
|
|
1295
1418
|
value that is neither word is reported once and treated as voxel. The web Creator does not read
|
|
@@ -0,0 +1,180 @@
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# Trailer craft — structure, pacing, and on-screen text
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Read this before composing a cut or putting any text on screen. Compressed
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from Derek Lieu's trailer-editing essays (trailer editor for Half-Life: Alyx,
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Dead Cells, Spelunky 2) plus general trailer-typography guidance; sources at
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the bottom.
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## Ordering: Genre → Hook → Anchors → Content
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- **Genre** in 1–2 shots: the viewer must know what kind of game this is
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within the first seconds. For our games one gameplay shot usually does it.
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- **Hook** — the thing only this game has — as soon as genre is established:
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ideally inside the first 10–15 s, never later than the first third.
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Showing generic-but-good content before the hook makes the game read as
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"a lesser version of an old game".
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- **Anchors** — the features people expect from the genre (for a racer:
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overtakes, drifts, crashes, varied tracks) fill the middle.
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- **Content** — breadth (levels, modes, vehicles) comes last, once the viewer
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already cares.
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## Timeline layout: constraints first, footage last
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Lay the timeline out as a skeleton and only then hunt for footage — not the
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other way round:
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1. Write the section skeleton: **Cold open → Introduction → Escalation →
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Climax → Breath → Button/End card**. Sections have different lengths and
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energy; they are not equal slices.
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2. Reserve the **end card** first: 2–3 s, ONE card (logo + tagline + CTA),
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never a sequence of closing screens.
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3. Place any **body title cards** next, as placeholders with their copy
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written — each one names what the following footage must prove.
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4. Only now fill footage, chosen to demonstrate whatever the neighbouring
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card or section claims.
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This turns "pick 15 great clips" (squishy, drifts toward sameness) into
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"find the one clip that proves this beat" (constrained, self-diversifying).
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+
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## Pacing
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- Sections need **ebb and flow**: build to a peak, then give a deliberate
|
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breathing shot (~5 s, calmer, wider) before the next build or the finale.
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The stops emphasize the fast; the fast emphasizes the slow.
|
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- **Rule of three**: never more than three similar things in a row — three
|
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+
crashes, three drift shots, three of anything. Viewers extrapolate after
|
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two; the fourth is dead time.
|
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+
- **Do not cut on every beat.** Snap cuts to the grid, but vary clip lengths
|
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+
(2, 3, 4, 6 beats) and sometimes let a musical moment land on an in-clip
|
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action (a landing, an impact) instead of a cut. Constant per-beat cutting
|
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reads as a sizzle reel, and gets nauseating.
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- Average shot length is a genre statement: ~1.3 s reads as AAA shooter,
|
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~4 s reads as contemplative indie. An arcade racer sits around 1.5–3 s
|
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with a few longer holds where one continuous action is the payoff.
|
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- **More editing is not better editing.** A cut must clarify or escalate;
|
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cutting fast to look "like a real trailer" hides the game. If a single
|
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+
take shows the whole stunt, keep the take.
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- Total length: under 90 s unless there's a reason; 30–45 s is a sweet spot
|
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for social/store use.
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## Variety — the five axes
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|
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Audit the cut on each axis; the labels list in the shots file is the tool
|
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(read the labels top to bottom — repetition is visible in text before you
|
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+
ever re-watch):
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+
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1. **Content** — different actions, not the same action in new places.
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Escalate variants (jump → bigger jump) rather than repeating.
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2. **Composition** — vary camera distance and framing; chase cam all the way
|
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through is monotone. Watch eye-trace: the viewer's focus point should not
|
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teleport across the frame on a cut.
|
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3. **Energy** — intense vs. quiet moments; contrast matters more than speed.
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4. **Pacing** — vary section tempo, not just shot tempo.
|
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5. **Shot length** — vary beats-per-clip even inside a fast section.
|
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|
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## Where the shots come from
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|
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Played footage is the default and the bulk of any trailer: it is the only
|
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thing that shows what the game DOES, and a trailer of pure scenery reads as a
|
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tech demo however pretty it is. But two of the beats above are ones a chase
|
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camera almost never hands you:
|
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+
|
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- the **cold open**, which wants the level to look composed and deliberate;
|
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- the **breath**, which wants one calm wide shot with nothing happening.
|
|
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+
|
|
85
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+
Both are what an authored **camera fly-through** is for — a path through the
|
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86
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+
level with the game running underneath, so traffic still drives and animations
|
|
87
|
+
still play while the camera moves on rails. Recording one is cheap and nobody
|
|
88
|
+
has to play it, so a fly-through is worth having even when there is plenty of
|
|
89
|
+
gameplay: cut one or two of its shots into a gameplay trailer rather than
|
|
90
|
+
building a trailer out of it.
|
|
91
|
+
|
|
92
|
+
A fly-through alone is the right whole trailer in a narrow set of cases — a
|
|
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|
+
world reveal, an architectural or exploration piece, a level that is the
|
|
94
|
+
feature — and whenever there is no one available to play. Otherwise it is a
|
|
95
|
+
source of shots, not a substitute for showing the game.
|
|
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|
+
|
|
97
|
+
## On-screen text
|
|
98
|
+
|
|
99
|
+
When to use text at all: only when footage cannot say it. A card that
|
|
100
|
+
narrates what the next shot visibly shows is noise. Default for our
|
|
101
|
+
gameplay trailers: **end card only**; add body cards only when they carry
|
|
102
|
+
information the footage can't (game name early, a hook that isn't visual,
|
|
103
|
+
release date).
|
|
104
|
+
|
|
105
|
+
Writing the cards:
|
|
106
|
+
- Copy must sound like this game and no other. Exercise: describe the game
|
|
107
|
+
in three words; build cards from what's left after cutting everything
|
|
108
|
+
generic.
|
|
109
|
+
- ≤ 6 words per card. Evocative verbs beat feature lists ("Forge your own
|
|
110
|
+
path", not "Over 40 unique tracks").
|
|
111
|
+
- Banned: content quantities ("5 unique levels"), genre-descriptor stacks
|
|
112
|
+
("a 2D rogue-lite action adventure"), player-verb lists ("Race! Drift!
|
|
113
|
+
Win!"), and stock phrases ("In a world…", "Get ready…", "Experience…",
|
|
114
|
+
"…like never before").
|
|
115
|
+
|
|
116
|
+
Showing the cards:
|
|
117
|
+
- **Intercut, don't overlay**: a card gets its own beat between gameplay
|
|
118
|
+
shots (dimmed still or plain background). Never ask the viewer to read
|
|
119
|
+
while action plays — they do neither. Small persistent text (logo bug,
|
|
120
|
+
date) is the exception.
|
|
121
|
+
- Reading time: ~0.5–0.7 s per word, minimum 2.5 s on screen; end card
|
|
122
|
+
2–3 s (ours may run longer over a music outro).
|
|
123
|
+
- Cards ride the same beat grid as the cuts — a card is a clip.
|
|
124
|
+
- Typography must match the game's art quality and universe: one typeface
|
|
125
|
+
family for the whole trailer, generous letter-spacing for all-caps,
|
|
126
|
+
strong contrast against footage (our title raster already adds shadow),
|
|
127
|
+
subtle animation only (fade/scale-in) — a static default-font card reads
|
|
128
|
+
as a last-minute add-on.
|
|
129
|
+
|
|
130
|
+
## Structure template (30–45 s, gameplay-only, end card close)
|
|
131
|
+
|
|
132
|
+
| Section | ~share | What goes here |
|
|
133
|
+
|---|---|---|
|
|
134
|
+
| Cold open | 5–15% | The single most striking moment; genre obvious at a glance |
|
|
135
|
+
| Introduction | 15–20% | Clean, readable driving; establish look + one anchor |
|
|
136
|
+
| Escalation | 35–45% | Varied action, rising energy, hook prominent early in it |
|
|
137
|
+
| Climax | 15–20% | Densest, loudest stretch; biggest moments back to back |
|
|
138
|
+
| Breath | ~5% | One calmer, wider shot; lets the climax land |
|
|
139
|
+
| End card | 2–3 s+ | Logo, tagline, CTA — over the music's outro |
|
|
140
|
+
|
|
141
|
+
## Selection rules already paid for
|
|
142
|
+
|
|
143
|
+
These came out of review rounds on real cuts. They cost time to learn and
|
|
144
|
+
nothing to apply, so apply them before the first render, not after.
|
|
145
|
+
|
|
146
|
+
- **Never use slow motion.** On gameplay footage it reads as the game running
|
|
147
|
+
at a low framerate, not as drama. `speed` stays 1.0.
|
|
148
|
+
- **Numbers are not interest.** Event `severity` / `impactSpeed` ranks
|
|
149
|
+
car-stops-dead-against-a-wall highest — the worst possible clip. A crash
|
|
150
|
+
earns its slot only if things visibly break (`destruction` events, debris)
|
|
151
|
+
and motion continues through the hit.
|
|
152
|
+
- **Low speed can BE the drama.** Wheelspin recoveries throwing dirt or snow,
|
|
153
|
+
plowing back onto the track, being overtaken while struggling
|
|
154
|
+
(`position-change` with `gained: false`), `off-track` +
|
|
155
|
+
`hard-acceleration` clusters — these are among the best clips and score
|
|
156
|
+
near zero on any speed metric.
|
|
157
|
+
- **"Some shots of X" means a few.** The failure mode is 0-or-100: one
|
|
158
|
+
standing start is an opener, five is a broken trailer.
|
|
159
|
+
- **Quota check before rendering.** Read the shots list labels top to bottom.
|
|
160
|
+
Max one standing start; no more than three of any shot type in the whole
|
|
161
|
+
cut and never three similar in a row; vary track or biome, camera distance
|
|
162
|
+
and action type (the five axes above).
|
|
163
|
+
- **Menu and selection clips need `"ui": false`** — the HUD replay only knows
|
|
164
|
+
the gameplay HUD and will paint it over menus.
|
|
165
|
+
- **Verify on pixels.** Contact sheets and stills for every candidate, and
|
|
166
|
+
stills from the RENDERED file for anything you changed. The timeline knows
|
|
167
|
+
about events; it cannot see framing, occlusion or beauty.
|
|
168
|
+
- **Iterate cheaply, keep history.** Editing the shots and re-rendering is
|
|
169
|
+
minutes, and revisions auto-version — so render rather than debate, and
|
|
170
|
+
compare against the previous `-rN` before delivering.
|
|
171
|
+
|
|
172
|
+
## Sources
|
|
173
|
+
|
|
174
|
+
- [How to Hook the Audience and How Quickly to Do it](https://www.derek-lieu.com/blog/2022/10/24/how-to-hook-the-audience-and-how-quickly-to-do-it)
|
|
175
|
+
- [Step Two of Starting a Game Trailer Timeline](https://www.derek-lieu.com/blog/2023/2/19/step-two-of-starting-a-game-trailer-timeline)
|
|
176
|
+
- [How to Think About Pacing in a Trailer](https://www.derek-lieu.com/blog/2020/11/16/how-to-think-about-pacing-in-a-trailer)
|
|
177
|
+
- [Variety is the Spice of Trailers](https://www.derek-lieu.com/blog/2019/3/27/variety-is-the-spice-of-trailers)
|
|
178
|
+
- [More Trailer Editing is not Better Trailer Editing](https://www.derek-lieu.com/blog/2023/4/23/more-trailer-editing-is-not-better-trailer-editing)
|
|
179
|
+
- [How to Write Trailer Title Cards With Strong Messaging](https://www.derek-lieu.com/blog/2020/4/19/how-to-write-trailer-title-cards-with-strong-messaging)
|
|
180
|
+
- [10 Common Indie Game Trailer Mistakes & How to Fix Them](https://www.derek-lieu.com/blog/2020/9/14/10-common-indie-game-trailer-mistakes-and-how-to-fix-them)
|
|
@@ -132,10 +132,19 @@ export type ClassifyMaterials = (request: {
|
|
|
132
132
|
export interface ClassifyMaterialsOptions extends MaterialsBaseOptions {
|
|
133
133
|
/** Test seam; the default posts to api-server. */
|
|
134
134
|
classify?: ClassifyMaterials;
|
|
135
|
+
/**
|
|
136
|
+
* Leave an asset that already carries material classes as it is, without
|
|
137
|
+
* asking the model. A forged archetype baked with the level's
|
|
138
|
+
* `materialByColor` map has its classes from the designer's own words; a
|
|
139
|
+
* model's guess must not overwrite them, and the round trip is wasted.
|
|
140
|
+
*/
|
|
141
|
+
skipIfClassed?: boolean;
|
|
135
142
|
}
|
|
136
143
|
export interface ClassifyMaterialsResult extends SetMaterialsResult {
|
|
137
144
|
/** The model that answered, for provenance. Absent when no verdicts came back. */
|
|
138
145
|
model?: string;
|
|
146
|
+
/** True when `skipIfClassed` found classes already on the asset and asked nothing. */
|
|
147
|
+
alreadyClassed?: boolean;
|
|
139
148
|
}
|
|
140
149
|
/**
|
|
141
150
|
* Read, classify and apply in ONE browser session: what `generate prop|model` run
|
package/dist/assets/materials.js
CHANGED
|
@@ -305,6 +305,9 @@ export async function classifyAssetMaterials(options) {
|
|
|
305
305
|
context, environment, token, log, subject: `"${name}"`, retryHint,
|
|
306
306
|
}, async (session) => {
|
|
307
307
|
const { signature, table } = await readSignatureInSession(session, { assetId, name, url, log });
|
|
308
|
+
if (options.skipIfClassed && signature.existingSlots.length > 0) {
|
|
309
|
+
return { reply: null, model: undefined, alreadyClassed: signature.existingSlots };
|
|
310
|
+
}
|
|
308
311
|
log(`Deciding what "${name}" is made of…`);
|
|
309
312
|
const answer = await classify({
|
|
310
313
|
gameId: context.metadata.gameId,
|
|
@@ -331,10 +334,12 @@ export async function classifyAssetMaterials(options) {
|
|
|
331
334
|
return { reply, model };
|
|
332
335
|
});
|
|
333
336
|
if (outcome.reply === null) {
|
|
337
|
+
const already = 'alreadyClassed' in outcome ? outcome.alreadyClassed : undefined;
|
|
334
338
|
return {
|
|
335
|
-
assetId, assetName: name, slots: [], dropped: [], baseShare: 1,
|
|
339
|
+
assetId, assetName: name, slots: already ?? [], dropped: [], baseShare: 1,
|
|
336
340
|
unchanged: true, instanceCount: countInstances(world, assetId),
|
|
337
341
|
...(outcome.model === undefined ? {} : { model: outcome.model }),
|
|
342
|
+
...(already === undefined ? {} : { alreadyClassed: true }),
|
|
338
343
|
};
|
|
339
344
|
}
|
|
340
345
|
const recorded = await recordApplied({
|
|
@@ -360,7 +365,10 @@ export async function classifyAssetMaterialsQuietly(options) {
|
|
|
360
365
|
return null;
|
|
361
366
|
try {
|
|
362
367
|
const result = await classifyAssetMaterials(options);
|
|
363
|
-
if (result.
|
|
368
|
+
if (result.alreadyClassed) {
|
|
369
|
+
log(`Materials: ${result.slots.join(', ')} — baked into "${result.assetName}" from the level's own materials.`);
|
|
370
|
+
}
|
|
371
|
+
else if (result.unchanged) {
|
|
364
372
|
log(`Materials: nothing on "${result.assetName}" needs special shading.`);
|
|
365
373
|
}
|
|
366
374
|
else {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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1
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+
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AAM,UAAU,CAAC;QAC/B,OAAO,EAAE,WAAW,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,EAAE,IAAI,IAAI,GAAG,EAAE,SAAS;KAClE,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;QACnB,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,GAAG,MAAM,sBAAsB,CAAC,OAAO,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC;QAChG,IAAI,OAAO,CAAC,aAAa,IAAI,SAAS,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YAChE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,cAAc,EAAE,SAAS,CAAC,aAAa,EAAE,CAAC;QACpF,CAAC;QAED,GAAG,CAAC,kBAAkB,IAAI,eAAe,CAAC,CAAC;QAC3C,MAAM,MAAM,GAAG,MAAM,QAAQ,CAAC;YAC5B,MAAM,EAAE,OAAO,CAAC,QAAQ,CAAC,MAAM;YAC/B,SAAS,EAAE,IAAI;YACf,KAAK;YACL,aAAa,EAAE,SAAS,CAAC,IAAI;YAC7B,GAAG,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,UAAU,EAAE,CAAC;SACpD,CAAC,CAAC;QACH,MAAM,QAAQ,GAAG,gBAAgB,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;QACnD,MAAM,KAAK,GAAG,OAAO,MAAM,CAAC,KAAK,KAAK,QAAQ,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,SAAS,CAAC;QAC1E,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC;YAAE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;QAEzD,MAAM,KAAK,GAAG,MAAM,cAAc,CAAC,OAAO,EAAE;YAC1C,OAAO,EAAE,IAAI,EAAE,GAAG,EAAE,GAAG,EAAE,SAAS;YAClC,GAAG,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,UAAU,EAAE,CAAC;YACnD,UAAU,EAAE;gBACV,gBAAgB,EAAE,SAAS,CAAC,OAAO;gBACnC,aAAa,EAAE,SAAS,CAAC,IAAI;gBAC7B,QAAQ;gBACR,UAAU,EAAE,IAAI;gBAChB,GAAG,CAAC,KAAK,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;aAC1C;SACF,CAAC,CAAC;QACH,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;IAC1B,CAAC,CAAC,CAAC;IAEH,IAAI,OAAO,CAAC,KAAK,KAAK,IAAI,EAAE,CAAC;QAC3B,MAAM,OAAO,GAAG,gBAAgB,IAAI,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,cAAc,CAAC,CAAC,CAAC,SAAS,CAAC;QACjF,OAAO;YACL,OAAO,EAAE,SAAS,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,IAAI,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;YACzE,SAAS,EAAE,IAAI,EAAE,aAAa,EAAE,cAAc,CAAC,KAAK,EAAE,OAAO,CAAC;YAC9D,GAAG,CAAC,OAAO,CAAC,KAAK,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;YAChE,GAAG,CAAC,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,cAAc,EAAE,IAAI,EAAE,CAAC;SAC3D,CAAC;IACJ,CAAC;IACD,MAAM,QAAQ,GAAG,MAAM,aAAa,CAAC;QACnC,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK;QAChF,UAAU,EAAE,IAAI;QAChB,GAAG,CAAC,OAAO,CAAC,KAAK,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;KACjE,CAAC,CAAC;IACH,OAAO,EAAE,GAAG,QAAQ,EAAE,GAAG,CAAC,OAAO,CAAC,KAAK,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3F,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,CAAC,KAAK,UAAU,6BAA6B,CACjD,OAAiC;IAEjC,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,OAAO,CAAC;IAC1C,IAAI,CAAC,6BAA6B,CAAC,OAAO,CAAC,IAAI,CAAC;QAAE,OAAO,IAAI,CAAC;IAC9D,IAAI,CAAC;QACH,MAAM,MAAM,GAAG,MAAM,sBAAsB,CAAC,OAAO,CAAC,CAAC;QACrD,IAAI,MAAM,CAAC,cAAc,EAAE,CAAC;YAC1B,GAAG,CAAC,cAAc,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,kBAAkB,MAAM,CAAC,SAAS,mCAAmC,CAAC,CAAC;QAClH,CAAC;aAAM,IAAI,MAAM,CAAC,SAAS,EAAE,CAAC;YAC5B,GAAG,CAAC,0BAA0B,MAAM,CAAC,SAAS,0BAA0B,CAAC,CAAC;QAC5E,CAAC;aAAM,CAAC;YACN,GAAG,CAAC,cAAc,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK;kBAC1C,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,SAAS,GAAG,GAAG,CAAC,SAAS,MAAM,CAAC,SAAS,2BAA2B,CAAC,CAAC;QACjG,CAAC;QACD,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;IACjC,CAAC;IAAC,OAAO,KAAK,EAAE,CAAC;QACf,MAAM,OAAO,GAAG,KAAK,YAAY,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACvE,GAAG,CAAC,qDAAqD,OAAO,KAAK;cACjE,8DAA8D,OAAO,oBAAoB,CAAC,CAAC;QAC/F,OAAO,IAAI,CAAC;IACd,CAAC;AACH,CAAC;AAED,sFAAsF;AACtF,SAAS,gBAAgB,CAAC,KAAc;IACtC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC;QAAE,OAAO,EAAE,CAAC;IACrC,MAAM,QAAQ,GAA2B,EAAE,CAAC;IAC5C,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE,CAAC;QACzB,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC;YAAE,SAAS;QAClC,MAAM,EAAE,EAAE,EAAE,UAAU,EAAE,GAAG,IAAI,CAAC;QAChC,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC;QAC7B,IAAI,OAAO,EAAE,KAAK,QAAQ,IAAI,OAAO,SAAS,KAAK,QAAQ,IAAI,OAAO,UAAU,KAAK,QAAQ;YAAE,SAAS;QACxG,QAAQ,CAAC,IAAI,CAAC,EAAE,EAAE,EAAE,KAAK,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC,CAAC;IACtD,CAAC;IACD,OAAO,QAAQ,CAAC;AAClB,CAAC"}
|
package/dist/cli.d.ts
CHANGED
|
@@ -365,6 +365,7 @@ declare const rawCommands: {
|
|
|
365
365
|
};
|
|
366
366
|
}>;
|
|
367
367
|
generate: CommandDef<ArgsDef>;
|
|
368
|
+
character: CommandDef<ArgsDef>;
|
|
368
369
|
assets: CommandDef<ArgsDef>;
|
|
369
370
|
levels: CommandDef<ArgsDef>;
|
|
370
371
|
theme: CommandDef<ArgsDef>;
|
|
@@ -479,6 +480,14 @@ declare const rawCommands: {
|
|
|
479
480
|
readonly type: "boolean";
|
|
480
481
|
readonly description: "Boot the game into this level. Without it, only a game's FIRST forge becomes the start level, so a later forge lands in the level list unseen.";
|
|
481
482
|
};
|
|
483
|
+
readonly edit: {
|
|
484
|
+
readonly type: "string";
|
|
485
|
+
readonly description: "Change a detail of a level this project forged (\"make the doors sliding bulkheads\", \"warm amber lanterns instead of the lamps\") without re-forging it: the stored design is patched and only what the change touches is re-made. Replaces the level in place. Takes --level; no other forge flag.";
|
|
486
|
+
};
|
|
487
|
+
readonly level: {
|
|
488
|
+
readonly type: "string";
|
|
489
|
+
readonly description: "With --edit: the level to change, by id or name (`bitmagic levels list`). Omit when the project has one forged level.";
|
|
490
|
+
};
|
|
482
491
|
readonly json: {
|
|
483
492
|
readonly type: "boolean";
|
|
484
493
|
readonly description: "Print the result as JSON on stdout; all progress goes to stderr.";
|
package/dist/cli.js
CHANGED
|
@@ -22,6 +22,7 @@ import { reloadCommand } from './commands/reload.js';
|
|
|
22
22
|
import { verifyCommand } from './commands/verify.js';
|
|
23
23
|
import { buildCommand } from './commands/build.js';
|
|
24
24
|
import { generateCommand } from './commands/generate.js';
|
|
25
|
+
import { characterCommand } from './commands/character.js';
|
|
25
26
|
import { assetsCommand } from './commands/assets.js';
|
|
26
27
|
import { levelsCommand } from './commands/levels.js';
|
|
27
28
|
import { themeCommand } from './commands/theme.js';
|
|
@@ -214,6 +215,7 @@ const rawCommands = {
|
|
|
214
215
|
verify: verifyCommand,
|
|
215
216
|
build: buildCommand,
|
|
216
217
|
generate: generateCommand,
|
|
218
|
+
character: characterCommand,
|
|
217
219
|
assets: assetsCommand,
|
|
218
220
|
levels: levelsCommand,
|
|
219
221
|
theme: themeCommand,
|
package/dist/cli.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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@@ -0,0 +1,18 @@
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1
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+
import { type CharacterSearchRecord } from '../project/character-search.js';
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2
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+
import { type CharacterArgs } from '../generate/character-body.js';
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3
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+
/**
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4
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+
* What `bitmagic character add` will ask for, from its flags and the cached search.
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5
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+
*
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6
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+
* Pure, and separated from the command so the branch that matters — which of the
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|
7
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+
* two forms was asked for, and whether the cache can answer it — is testable
|
|
8
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+
* without a project, a token or a network. It returns the character args rather
|
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9
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+
* than a body so the shared `buildCharacterBody` still owns the wire shape.
|
|
10
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+
*/
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|
11
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+
export declare function resolveAddRequest(args: {
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|
12
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+
name: string;
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|
13
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+
id?: string;
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|
14
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+
prompt?: string;
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|
15
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+
applyToPlayer?: boolean;
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|
16
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+
record: CharacterSearchRecord | null;
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|
17
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+
}): CharacterArgs;
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|
18
|
+
export declare const characterCommand: import("citty").CommandDef<import("citty").ArgsDef>;
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