@funpixel/tools 0.0.0-stage → 0.1.1

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.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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@@ -0,0 +1,109 @@
1
+ ---
2
+ name: funpixel-publish
3
+ description: Use when publishing (putting it live so friends can play it) or replacing a game on Funpixel or another host, checking a published game, or making its trailer, share video, store shots, title card, logo sting or a playable ad (AppLovin, Unity Ads, ironSource, Meta, TikTok). Covers the verify record, what ships, a leak scan, the post-publish smoke and the five-second ad with its call to action.
4
+ ---
5
+
6
+ # Publish a game
7
+
8
+ A launch is the game's first impression: a link that opens straight into play, a cover, and store
9
+ shots, a trailer and ads cut from real moments. Publishing uploads a draft you own at a permanent
10
+ address; sharing it on the Community shelf is a separate choice. The platform builds what you upload
11
+ on its own machine, so a game that only works on yours arrives broken.
12
+
13
+ ## Tools
14
+
15
+ - `publish_game` uploads with the same verify gate; `probe` plays the published URL and returns
16
+ the verdict; `screenshot` captures it at a phone viewport; `build` shows why an upload failed.
17
+ - `store_shots`: store-size screenshots from the newest real capture run, never concept art.
18
+ - `report_feedback` files what was missing, before you finish.
19
+ - Local: `npx @funpixel/tools publish` (needs `FUNPIXEL_API_KEY`), `npx @funpixel/tools verify`,
20
+ `funtools doctor`, `funtools pack --dry-run` (what ships, which rule dropped each file, a leak
21
+ scan), `funtools smoke`, `funtools publish --target itch|pages|folder` for
22
+ another host, `funtools export <dest>` for a games repo, `funtools reel` / `funtools playable`.
23
+ - Video: `funtools trailer` cuts one from play ([references/trailer.md](references/trailer.md));
24
+ `compose_video` (`funtools compose`) renders one you design in HTML, the game live in it
25
+ ([references/compose.md](references/compose.md)); `funtools motion` draws title cards and loops
26
+ ([references/motion.md](references/motion.md)).
27
+
28
+ ## Steps
29
+
30
+ 1. **The key.** Publishing needs a paid plan and an `fp_live_` key with the `games:publish` scope,
31
+ in the `FUNPIXEL_API_KEY` environment variable. A key in a file that ships is public the moment
32
+ the game is. `npx @funpixel/tools doctor` lists what the server build would trip on (the engine
33
+ in `dependencies`, an unpinned SDK, the viewport meta).
34
+ 2. **A fresh, passing verify.** `verify.json` fingerprints the files that ship, so the record has
35
+ to come from `npm run build && npx @funpixel/tools verify` after the last edit. Publish refuses
36
+ in three distinct ways:
37
+
38
+ | Refusal | Cause | Fix |
39
+ |---|---|---|
40
+ | no verify record | verify never ran in this folder | run verify |
41
+ | stale | a shipped file changed after verify | verify again; nothing else |
42
+ | failed | the last verify failed | fix what it reported, then verify |
43
+
44
+ Exit 2 (not observed) publishes unverified; say so in the hand-back.
45
+ 3. **What ships** is the folder minus `node_modules/`, `.git/`, `dist/`, `.vite/`, empty files and
46
+ the rules in `.harnessignore`. A rule without a leading `/` matches at any depth, so `assets/`
47
+ also strips `public/assets/` and the game ships with no art. The rules, and what an odd `files`
48
+ count in `verify.json` means: [references/what-ships.md](references/what-ships.md).
49
+ 4. **Scan the contents, not the names.** Keys, machine paths, private tooling, vendor names inside
50
+ GLBs, source maps and a live debug escape all hide in files with harmless names; the scan list
51
+ is in [references/what-ships.md](references/what-ships.md), and `funtools pack --dry-run` runs it.
52
+ 5. **Pass the server build.** It installs with lifecycle scripts off and runs a plain `vite
53
+ build` on its own `vite.config.ts`; your `dist/` is never used. What builds green there and
54
+ breaks live (a value only in `.env`, a CDN engine, `file:` links, a caret SDK), and how to
55
+ reproduce it: [references/server-build.md](references/server-build.md).
56
+ 6. **Publish.** `npx @funpixel/tools publish --name "Title"` prints `draft <game_id>` and, when
57
+ the draft has one, its address. The id in `funpixel.json` keeps every later publish on that
58
+ draft and address. `--game-id <id>` overrides the file.
59
+ 7. **Smoke the published URL the way players load it.** `npx @funpixel/tools verify <play_url>`,
60
+ or `probe` on it, and a `screenshot` at 390x844. Exit 0 and a drawn frame: done. Blank or
61
+ hanging: read the requests that got HTML where a decoder or asset belongs, the console and
62
+ `build`; fix, verify, publish again.
63
+ 8. **Another host** (itch.io, Cloudflare Pages, a folder) takes the built `dist/`, never the
64
+ source. You prepare; the person performs: show the host, address, file count and size and wait
65
+ for their yes, since it goes public under their name; their host token stays with them. Method and limits:
66
+ [references/other-hosts.md](references/other-hosts.md).
67
+ 9. **Trailer, store shots and ads come from real play.** A concept image, the target frame or a
68
+ state the game cannot reach misleads stores and players. Mark each
69
+ payoff in code, `window.__FPX_MOMENT__?.('boss_down', 1)` (weight 0 to 1): the capture tour
70
+ shoots at the mark and the share video cuts on it. `store_shots` for the stores, `funtools reel`
71
+ for a local vertical cut. Look before handing it over; arc, captions, icon:
72
+ [references/store-shots.md](references/store-shots.md). **Compose a video** to design the cut
73
+ (trailer, 9:16 post, end card): `funtools compose new trailer`, edit, render, read its contact sheet.
74
+ `ad_variations` cuts many for store tests or network A/B; the person picks which to publish.
75
+ 10. **A playable ad** is the game's best verb cut out as one HTML file inside somebody else's app,
76
+ where a player gives it five seconds: the board mid-situation with a hand on the one thing to
77
+ press, a move that cannot fail, the reward, then the call to action on the beat after it (never on
78
+ the first tap). Every asset inlined, nothing fetched at runtime, under the tightest network's
79
+ ceiling, both orientations; `npx @funpixel/tools playable --network <network>` weighs it and plays
80
+ it offline. Steps, the cut order and the networks' table: [references/playable-ad.md](references/playable-ad.md),
81
+ [references/networks.md](references/networks.md).
82
+ 11. **Feedback.** `report_feedback` tells Funpixel what was missing and what you worked around
83
+ (skill `funpixel-feedback`): it is how a missing tool gets built.
84
+
85
+ ## Worked example
86
+
87
+ Publishing a Pixi runner:
88
+ 1. `npx @funpixel/tools doctor`: all ok.
89
+ 2. `npm run build && npx @funpixel/tools verify`: exit 0, `verify.json` says 61 files.
90
+ 3. 61 is low for 140 art files: `.harnessignore`'s `assets/` also strips `public/assets/`. It
91
+ becomes `/assets/`: 203 files.
92
+ 4. The scan finds a home-folder path in `src/debug.ts` and a `?debug=1` branch that enables god
93
+ mode. Both go; verify again, exit 0.
94
+ 5. `npx @funpixel/tools publish --name "Tunnel Fox"` prints
95
+ `draft 3f9c2a7e4b1d4c8e9a0b6d5e7f8a9b0c https://…/`.
96
+ 6. `npx @funpixel/tools verify` on that URL: exit 1, the canvas never drew;
97
+ `/basis/basis_transcoder.wasm` answered with HTML (a dev plugin served it from `node_modules`).
98
+ The decoders move to `public/basis/`; verify, publish again (same address); the smoke passes.
99
+
100
+ ## Common mistakes
101
+
102
+ - Treating publish as sharing: the draft is off the Community shelf until you share it.
103
+ - Editing a shipped file after verify "just a comment": the record is stale and publish refuses.
104
+ - Deleting or editing `game_id` in `funpixel.json`: the next publish makes a second draft at a new
105
+ address.
106
+ - Sending `src/` to itch.io or Pages, or publishing there without the person's yes.
107
+ - Store shots or a trailer from concept art or an idle board: stores reject it, players skip it.
108
+ - A playable ad that loads assets by path, or asks for the install on the first tap: a blank frame,
109
+ or a network's refusal.
@@ -0,0 +1,113 @@
1
+ # Compose a video: HTML in, MP4 out, the game live in it
2
+
3
+ `funtools trailer` cuts a trailer for you from a filmed take. `funtools compose` is for the cut you
4
+ design: a 15 s trailer, a 9:16 post, the end card of a playable ad. You write it as a HyperFrames
5
+ composition (HTML with timed clips on tracks, GSAP for titles, `<audio>` for sound), the game sits in
6
+ it as a live clip, and the kit renders it frame by frame to an MP4 that comes out the same every time.
7
+ HyperFrames (HeyGen's renderer, Apache-2.0) does the rendering; the kit stages the game and checks the
8
+ result.
9
+
10
+ ## Make one
11
+
12
+ 1. **Build and capture.** `npm run build`, then `npx @funpixel/tools capture --all`: the starters use
13
+ the build, the captures (real frames for strips and hooks), the key art (`design/key-art.png`) and
14
+ the game's own music and effects from `public/assets/`.
15
+ 2. **Start from a starter.** `npx @funpixel/tools compose new trailer` writes
16
+ `design/compose/trailer.html` (15 s, 16:9). `post` is 10 s at 9:16 and `endcard` is 6 s at 9:16.
17
+ `--aspect 16:9|9:16|1:1` re-frames one, `--seconds` re-times it, and `--name` keeps several.
18
+ 3. **Fill it in.** The words are composition variables on `<html data-composition-variables>`: title,
19
+ tagline, caption1, caption2 and cta. Change their `default`s. Move a clip by its `data-start` and
20
+ `data-duration`, change its look in the `<style>`, and its motion in the timeline script at the bottom.
21
+ 4. **Render.** `npx @funpixel/tools compose render design/compose/trailer.html` (or the
22
+ `compose_video` tool). It checks the contract, probes each game clip, runs HyperFrames' lint, renders
23
+ `.funtools/compose/trailer.mp4`, and writes `trailer.sheet.jpg` (twelve frames, 4 x 3) and
24
+ `trailer.json` (the record).
25
+ 5. **Look at the sheet** before you hand the video over. The checks catch a wrong length, a blank
26
+ frame, and a game clip that is one still picture. They do not catch a caption over the hero or a
27
+ title that is hard to read on key art: you catch those by looking.
28
+
29
+ ## Many ad cuts from one brief
30
+
31
+ For a store listing test or an A/B across ad networks, write `design/compose/ads.json` and run
32
+ `npx @funpixel/tools compose variations` (the `ad_variations` tool):
33
+
34
+ ```json
35
+ { "hooks": [{ "line": "Bugs don't pop. They sneeze.", "moment": "chain" }, { "line": "One puff, fifteen sneezes", "moment": "chain-desktop" }],
36
+ "ctas": ["Play now", "Play free"], "lengths": [6, 15, 30], "aspects": ["9:16", "1:1", "16:9"],
37
+ "end_card": { "title": "Achoo!", "tagline": "Sneeze them all" }, "max": 12 }
38
+ ```
39
+
40
+ - A hook's `moment` is a capture by name (`chain-desktop`, from `capture --all`) or a view (`chain`,
41
+ live). Left out, the cut opens on the game's payoff moment.
42
+ - It makes at most `max` cuts. Every hook, call to action, length and aspect is in one before any
43
+ pair repeats. `--dry-run` prints which cuts and what each opens on.
44
+ - Each cut is its own composition, `design/compose/ads/<id>.html`: the post (12 s or shorter) or the
45
+ trailer, its opening first, the hook as caption 1. `compose render` re-renders one you edit.
46
+ - Out: `.funtools/compose/ads/<id>/` (the MP4, its contact sheet, its record), `index.json` and
47
+ `sheet.png`, one labelled frame per cut. A failed cut is still there, marked.
48
+ - The end card's words should be the playable's own. A difference is a warning, not a failure.
49
+ - Show the person `sheet.png`. They pick which cuts to publish.
50
+
51
+ ## The game clip
52
+
53
+ ```html
54
+ <iframe id="game" class="clip game" style="left:0;top:0;width:100vw;height:100vh"
55
+ data-start="2" data-duration="7.2" data-track-index="1" data-no-timeline
56
+ data-fpx-game="game/index.html" data-fpx-view="playing" data-fpx-inputs='auto'></iframe>
57
+ ```
58
+
59
+ | Attribute | What it does |
60
+ |---|---|
61
+ | `data-fpx-game="game/index.html"` | The build. compose stages `dist/` there, with the held clock first in its `<head>`. |
62
+ | `data-fpx-view` | The `__FPX_VIEWS__` view entered when the clip starts (a fresh round from the seed). Left out, the clip shows what the game boots to. |
63
+ | `data-fpx-inputs` | `auto` presses the game's own play verbs about four times a second, the way `reel` plays it. A list scripts it instead: `[{"at": 1.2, "verb": "jump"}, {"at": 2, "key": "ArrowLeft", "hold": 0.4}, {"at": 3, "tap": [0.5, 0.8]}]`, with seconds into the clip. `[]` presses nothing, which suits a moment view that stages its own payoff. |
64
+ | `data-fpx-lead` | Game seconds run after the view is entered, before the clip's first frame (default 0.5). |
65
+ | the box | The iframe's CSS size is the game's viewport, so a 1920x1080 box gets the desktop layout. A landscape game in a 9:16 post sits in a 16:9 band; the starters do this for you. |
66
+
67
+ Two clips of one game are two games, each driven on its own. That is how the trailer cuts from play
68
+ to a payoff moment.
69
+
70
+ **Why the game can be seeked.** A render never plays the composition. It asks for frame 90, then
71
+ frame 91, in any order, on as many workers as it likes. The kit runs the game on the held clock
72
+ `capture` uses (`requestAnimationFrame`, timers, `performance.now`, `Date.now`, CSS and Web
73
+ Animations, and a seeded `Math.random` all stand still until moved). The composition's clock moves it
74
+ to the game frame for each video frame, and the scripted inputs fire on their own frames. Asking for
75
+ an earlier frame reloads the game and plays it forward again. No game time passes while the game is
76
+ loading, so how fast this machine loads it changes nothing. The same composition gives the same game
77
+ frames.
78
+
79
+ **When it cannot be seeked.** compose probes each clip first. A game whose loop runs on something
80
+ the clock does not hold (`AudioContext` time, a Worker, `new Date()`) runs no frames on it. Such a
81
+ clip is filmed in real time, then played back as a sequence of frames. compose says so, and its frames
82
+ are fixed files, so the render still repeats. The take itself does not repeat, so fix the loop if you
83
+ can: run it on `requestAnimationFrame` with time from `performance.now()`.
84
+
85
+ ## What else goes in
86
+
87
+ - Paths are written from the game folder (`design/key-art.png`,
88
+ `.funtools/capture/chain-desktop.png`, `public/assets/music/bed.mp3`) and are staged as written.
89
+ A path outside the folder (`../`) is refused.
90
+ - Sound is `<audio data-start data-duration data-volume data-fade-in data-fade-out src>`. The game
91
+ playing inside its clip makes no sound in the render, so place its bed, and its effects on the
92
+ moments you show. Keep each slot no longer than its file.
93
+ - Use real frames only. A strip of captures, the live game, the key art: yes. The target frame
94
+ (`design/target.png`) is a mock-up, and a card made from it passes one off as play.
95
+ - Words go inside the clear area of the format, where a platform's own buttons never cover them. The
96
+ starters' `.safe` box is it.
97
+
98
+ ## Common mistakes
99
+
100
+ - A wall clock or unseeded randomness in the composition's own script (`Date.now()`,
101
+ `Math.random()`): every render differs. Put the motion on the timeline.
102
+ - `repeat: -1` on a tween: the timeline has no end. Give it a count that fits the clip.
103
+ - A game clip without an `id`, or one pointing anywhere but `game/…`.
104
+ - Rendering before `npm run build`: the clip embeds the last build, not your source.
105
+ - Shipping a video nobody looked at: read `*.sheet.jpg`.
106
+
107
+ ## Tools it needs
108
+
109
+ Node 22 or newer, `ffmpeg` and `ffprobe`, and Playwright's headless Chromium (the browser verify
110
+ uses, so a trailer renders the game as verify sees it). A missing one is named on one line with the
111
+ command that installs it. The first render fetches the pinned HyperFrames with `npx`. To preview a
112
+ staged composition with HyperFrames' own studio, run `npx hyperframes@0.8.145 preview
113
+ .funtools/compose/<name>`.
@@ -0,0 +1,120 @@
1
+ # Motion: title cards, stings and loops drawn frame by frame
2
+
3
+ A trailer shot is filmed from real play ([trailer.md](trailer.md)). Everything around it is drawn:
4
+ the title card, the logo sting, the end card, a lower third, a social loop, a single's visualiser,
5
+ a podcast's audiogram, a film's titles. `funtools motion` is the bench for those. You write the
6
+ scene as a web page that draws frame f; the kit renders it one frame at a time on a held clock, so
7
+ two renders are the same pixels, checks the frames, then encodes the video.
8
+
9
+ ## The scene contract
10
+
11
+ A scene is an `.html` page (or a folder holding `index.html`) using CSS animation, a canvas, SVG
12
+ or GSAP. It may declare itself before anything else runs:
13
+
14
+ ```html
15
+ <script>
16
+ window.__MOTION__ = { seconds: 4, fps: 30, size: '1080x1920', loop: true };
17
+ </script>
18
+ ```
19
+
20
+ | Key | Meaning | Default |
21
+ |---|---|---|
22
+ | `seconds` (or `frames`) | the length; `frames` wins when both are given | 5 s |
23
+ | `fps` | frames a second, 1 to 60 | 30 |
24
+ | `size` (or `aspect`) | the frame in CSS pixels, `'WxH'`, even sides; or `'9:16'`, `'16:9'`, `'1:1'`, `'4:5'` | 1080x1920 |
25
+ | `loop` | the last frame runs back into the first, and the seam is checked | false |
26
+ | `safe` | your own safe zone, shares of each side `{ top, right, bottom, left }` | the format's |
27
+
28
+ Flags on the command beat the contract. The page is opened at exactly `size`, at device scale 1, so
29
+ `vw`, `vh` and `vmin` units carry one scene to every aspect.
30
+
31
+ Two ways to move:
32
+
33
+ - **Let the held clock move it.** CSS animations, Web Animations, `requestAnimationFrame`,
34
+ `setTimeout`/`setInterval`, `performance.now()` and `Date.now()` all stand still until the kit
35
+ steps them, one frame of `1000 / fps` ms at a time, and `Math.random` is seeded. A CSS-only scene
36
+ needs nothing else.
37
+ - **Draw any frame on demand.** Give `window.__MOTION_SEEK__ = (frame) => { … }` (0-based; it may
38
+ return a promise) and the kit calls it for every frame after stepping the clock. Make it pure:
39
+ frame 40 looks the same whichever frame came before. A GSAP timeline is
40
+ `tl.pause(); window.__MOTION_SEEK__ = (f) => tl.seek(f / fps)`.
41
+
42
+ Frame 0 is time 0 of every animation the page started on load (one boot frame is stepped first so
43
+ each animation is born on the held clock). With the clock alone, `performance.now()` at frame f is
44
+ `(f + 1) × 1000 / fps`.
45
+
46
+ Not held, so never draw from them: video and GIF frames, audio time, Web Workers, `new Date()`,
47
+ `requestIdleCallback`. A font or image the page fetches is waited for before the clock moves; one
48
+ from a CDN makes the render depend on the network, so keep fonts and images beside the scene.
49
+
50
+ ## Commands
51
+
52
+ ```sh
53
+ npx @funpixel/tools motion new title-card --aspect 9:16
54
+ npx @funpixel/tools motion render title-card --prove
55
+ npx @funpixel/tools motion render title-card --aspect 16:9 --out out/title-wide --webm
56
+ npx @funpixel/tools motion render sting.html --fps 60 --seconds 2 --audio sting.wav
57
+ npx @funpixel/tools motion check .funtools/motion/title-card
58
+ ```
59
+
60
+ - `new <name>` writes `<name>/index.html`: a title, a subtitle and a CSS loop that passes every
61
+ check. Start there and make it yours.
62
+ - `render` serves the scene (its folder as plain files, or its project's own Vite when the project
63
+ has a `package.json` with Vite installed, so a scene may import the game's drawing code), shoots
64
+ `frames/000001.png…`, encodes `motion.mp4` (H.264, yuv420p, faststart; plays in QuickTime, on
65
+ iOS and in every browser), `motion.webm` with `--webm`, and muxes `--audio`, padded or cut to the
66
+ picture's length. Output goes to `.funtools/motion/<scene>/` unless `--out`; it never ships.
67
+ - `check` judges a render folder again from its files, or renders a scene and judges it without
68
+ encoding.
69
+ - Rendering is software GL, as the hosted probe runs, at roughly a third of a second a frame at
70
+ 1080x1920: a 4 s loop at 30 fps takes about 40 s, and `--prove` doubles it.
71
+
72
+ Exit 0 every check that applies passed, 1 one failed, 2 nothing could be judged (no browser), 3 an
73
+ error (a flag, a page that did not load, an encode that failed). `motion.json` holds the plan, every
74
+ frame's hash, the render's hash and each check; `layout.json` holds the layout samples.
75
+
76
+ ## The checks
77
+
78
+ Each check is pass, fail or not observed; not observed is never a pass.
79
+
80
+ | Check | What it measures | Fails when |
81
+ |---|---|---|
82
+ | repeatable | with `--prove`, a second render, every frame's bytes compared | any frame differs; the first that differs is named |
83
+ | safe zone | `layout.js` (the file `audit-screens` uses) at the first frame, every 0.5 s and the last: text and controls against the safe zone, and text cut by the frame's edge or by what it sits in | a line of text or a control is outside the zone or cut |
84
+ | overlaps | the same samples: every element with its own text paired with every other, in flow or not | two pieces of text paint over each other |
85
+ | loop seam | a loop only: the frame after the last (rendered, not kept) against the first | it differs by more than 0.4% and by more than twice the median change between neighbouring frames |
86
+ | blank frames | every frame at least 0.5 s from both ends | 99.5% of it sits within 10 levels of one colour |
87
+
88
+ The safe zones are the trailer's clear areas (one table): 9:16 keeps 13% top, 15% right, 22%
89
+ bottom and 6% left clear (the feed's header, its rail of buttons, the caption block); 4:5 and 1:1
90
+ keep 6% at the sides and top and 10% at the bottom; 16:9 keeps 7% top, 5% at the sides and 12%
91
+ bottom. A shape bleeding off the frame is design, not a cut; only text and controls count.
92
+
93
+ Text drawn on a canvas is invisible to the layout checks: they say not observed. Put words in the
94
+ page as text over the canvas when they matter.
95
+
96
+ In a game folder with `design/status.json`, each render adds a `motion:<scene>` part to the zero
97
+ board (`funtools zero`): each stretch of blank frames to errors, safe zone and overlaps to
98
+ overlaps, the seam to seams.
99
+
100
+ ## Making a loop that closes
101
+
102
+ - Give every looping animation a period that divides the length: a 4 s scene takes 4 s, 2 s or 1 s
103
+ periods. Set the length once (in `__MOTION__`) and derive the CSS from it, as the starter does
104
+ with a `--loop` custom property.
105
+ - Its first and last keyframes match: `0%, 100% { … }`, or a full turn, `rotate(360deg)`.
106
+ - An entrance that plays once (`animation-fill-mode: both`) cannot loop. Either end the scene on
107
+ the exit, or set `loop: false`.
108
+ - A text entrance that slides in from beyond the frame is cut while it crosses the edge; at the
109
+ 0.5 s samples that is a finding. Enter by fade, scale or a mask inside the frame, or finish the
110
+ move before the first sample after 0 s.
111
+
112
+ ## Common mistakes
113
+
114
+ - Animating from `Date()` or a video element: the render no longer repeats; `--prove` names the
115
+ first frame that differs.
116
+ - A black hold in the middle of a sting: read as an empty frame. Fades through black belong in the
117
+ first or last half second.
118
+ - Titles laid out in pixels for one size: render at 16:9 and they spill. Use `vmin` and keep words
119
+ in the middle of the frame.
120
+ - A web font from a CDN: the first render waits on the network and a later one may draw a fallback.
@@ -0,0 +1,75 @@
1
+ # The networks, and what each one refuses
2
+
3
+ Read from each network's own specification on 2026-09-26 (sources at the end). Networks change
4
+ these pages; when a submission is refused for a reason not listed here, the network's page wins
5
+ and this table is out of date.
6
+
7
+ ## Ceilings, packages and the call to action
8
+
9
+ | Network | Package | Ceiling | Call to action | What it refuses |
10
+ |---|---|---|---|---|
11
+ | AppLovin | one HTML file, every asset base64 | 5 MB | `mraid.open(url)`; MRAID 2.0, used only after it reports ready | external network calls; sound before the first touch; a store redirect on the first tap; a timer that starts before the first touch; either orientation broken |
12
+ | Unity Ads | one `index.html`, inlined and minified | under 5 MB | `mraid.open(url)`; MRAID 3.0, injected by the webview; start play on `viewableChange` | network requests (anonymous interaction analytics aside); blocking the close button; an automatic store redirect; either orientation broken |
13
+ | ironSource | one HTML file, every asset base64, MRAID | 5 MB; build to 4 MB for the ironSource Exchange | `mraid.open(url)` | assets outside the file; plain `http://` links |
14
+ | Mintegral | one HTML file (or a zip holding it) | 5 MB, measured unzipped | `window.install && window.install()`, plus the game-end call its test guide names | external URLs in the source |
15
+ | Google Ads (App campaigns) | a zip with `index.html` and at most 512 files, relative paths | 5 MB | `ExitApi.exit()`, with Google's `exitapi.js` script in the head | any external reference except Google Fonts and Google-hosted jQuery, GreenSock and CreateJS; sound before a touch; a missing `<meta name="ad.orientation">` |
16
+ | Meta | one HTML file (or a zip with `index.html` at the top) | 2 MB for the single file, 5 MB for a zip | `FbPlayableAd.onCTAClick()` | `mraid.js`; any HTTP request; a JavaScript redirect; a layout that is not responsive |
17
+ | TikTok Ad Network | a zip with `index.html` and `config.json` (`playable_orientation`: 0 either, 1 portrait, 2 landscape) at the top | under 5 MB, compressed | `window.openAppStore()`, from TikTok's playable SDK script at the end of the body | `mraid.js`; any HTTP request; a JavaScript redirect |
18
+
19
+ Treat a megabyte as 1,000,000 bytes and leave 10% spare: networks do not agree on the unit, and a
20
+ file that fits by a few kilobytes fails the first time a sprite changes.
21
+
22
+ A creative that fits Meta's single file (2 MB, no MRAID, no network) fits every other network's
23
+ ceiling too; only the call-to-action function and the package change.
24
+
25
+ ## One wrapper for every network
26
+
27
+ ```ts
28
+ declare const mraid: any, FbPlayableAd: any, ExitApi: any;
29
+ const STORE_URL = 'https://apps.apple.com/app/id0000000000'; // or the Play Store listing
30
+
31
+ export function cta(): void {
32
+ const w = window as any;
33
+ if (typeof FbPlayableAd !== 'undefined') return FbPlayableAd.onCTAClick();
34
+ if (typeof ExitApi !== 'undefined') return ExitApi.exit();
35
+ if (typeof w.openAppStore === 'function') return w.openAppStore();
36
+ if (typeof w.install === 'function') return w.install();
37
+ if (typeof mraid !== 'undefined') return mraid.open(STORE_URL);
38
+ window.open(STORE_URL, '_blank'); // local preview only
39
+ }
40
+
41
+ /** Start play once the container is ready: MRAID networks load the ad before it is shown. */
42
+ export function whenReady(start: () => void): void {
43
+ if (typeof mraid === 'undefined') return start();
44
+ const go = () => (mraid.isViewable?.() ?? true) ? start() : mraid.addEventListener('viewableChange', (v: boolean) => v && start());
45
+ if (mraid.getState() === 'loading') mraid.addEventListener('ready', go); else go();
46
+ }
47
+ ```
48
+
49
+ A per-network build replaces the whole wrapper with the one line it needs, when a reviewer
50
+ objects to the others being present.
51
+
52
+ ## Checking before submitting
53
+
54
+ - The file size against the ceiling above, with the spare.
55
+ - The URL search from the skill (step 7) finds nothing but the network's own sanctioned script.
56
+ - Offline in a phone frame, both orientations: it draws on the first frame, the hand points, the
57
+ move works, the call to action fires once after the reward.
58
+ - The network's own preview: AppLovin's playable preview (p.applov.in/playablePreview), Meta's
59
+ playable preview tool in Ads Manager, Google's HTML5 validator on upload, Mintegral's playable
60
+ test guide.
61
+
62
+ ## Sources
63
+
64
+ - AppLovin, creative specs and guidelines:
65
+ https://support.applovin.com/en/growth/promoting-your-apps/welcome-to-applovin/creative-specs-and-guidelines
66
+ - Unity Ads, playable asset specifications:
67
+ https://docs.unity.com/en-us/grow/acquire/creatives/playable/specifications
68
+ - ironSource, interactive ad requirements (5 MB) and the ironSource Exchange MRAID guidelines
69
+ (4 MB): https://docs.unity.com/en-us/grow/is-ads/user-acquisition/creatives/interactive-requirements
70
+ and https://docs.unity.com/en-us/grow/programmatic/ironsource-exchange/mraid-specifications-guidelines
71
+ - Mintegral, creative asset specifications: https://helpcenter.mintegral.com/en/docs/asset-specs
72
+ (the install and game-end calls are named in its playable test guide, linked from there)
73
+ - Google Ads, HTML5 and playable ads for App campaigns: https://support.google.com/google-ads/answer/9981650
74
+ - Meta, specifications for playable ads: https://www.facebook.com/business/help/412951382532338
75
+ - TikTok Ad Network playable ads: https://ads.tiktok.com/help/article/how-to-create-tiktok-pangle-playable-ads
@@ -0,0 +1,65 @@
1
+ # Publishing somewhere else: itch.io, Cloudflare Pages, a folder
2
+
3
+ Funpixel builds from your source. Every other host takes a finished build, so the rules turn
4
+ around: what leaves your machine is the built `dist/` folder and nothing else, and the person, not
5
+ the agent, sends it. `funtools publish --target itch|pages|folder` is planned; until it lands, this
6
+ is the method by hand.
7
+
8
+ ## The model prepares; the person performs
9
+
10
+ An agent can build, verify, count and check. It does not choose where a game goes, it does not
11
+ sign in for anyone, and it does not press publish on its own.
12
+
13
+ 1. **Ask where it goes.** itch.io (which account and game page), Cloudflare Pages (which
14
+ project), or a folder (which path). Never pick a host or guess a name for the person.
15
+ 2. **Build and verify fresh.** `npm run build && npx @funpixel/tools verify` must pass on the
16
+ build you are about to send; an edit after the verify means verify again.
17
+ 3. **Check it is a build.** The folder you send has `index.html` at its top and holds no
18
+ `package.json`, `src/`, `.git/`, `.env`, `node_modules/` or `verify.json`. A folder named `src`
19
+ is never a build. Run the leak scan from the skill (step 4) over it.
20
+ 4. **Ask, every time.** Show the host, the address it will have, the number of files and their
21
+ total size, and say that what is published stays published. The person answers yes or no; a
22
+ "no" publishes nothing. With nobody watching (a scheduled task, a background run), do not
23
+ publish: approval that cannot be asked is refused, not assumed.
24
+ 5. **Hand over the command** or run it once approved. Logins are the person's: they run
25
+ `npx wrangler@4 login` or `butler login` themselves. A token never goes on a command line or into
26
+ a file in the game.
27
+ 6. **Record it.** `funtools publish` appends one line per publish to `.funtools/publish.jsonl`
28
+ (host, address, the `verify.json` fingerprint, the time); that folder never ships and never
29
+ makes a verify stale. Publishing by hand, append the same line there yourself.
30
+ 7. **Smoke the live address** with `npx @funpixel/tools verify <url>`, as for a Funpixel publish.
31
+
32
+ ## itch.io
33
+
34
+ - The person makes the game page once at itch.io/game/new, with Kind of project set to HTML.
35
+ - Push the build with butler: `butler push dist <user>/<game>:html5`. Check that butler is signed
36
+ in before running it (`BUTLER_API_KEY` is set, or the person has run `butler login`): butler with
37
+ no credentials opens a browser to sign in, which nobody asked for.
38
+ - After the first push, the person ticks "This file will be played in the browser" on the upload
39
+ and sets the embed size.
40
+ - Limits, from itch.io's HTML5 guide: at most 1,000 files, 500 MB extracted, 200 MB for any one
41
+ file, 240 characters for a path. Paths are case-sensitive on the server.
42
+
43
+ ## Cloudflare Pages
44
+
45
+ - Create the project once: `npx wrangler@4 pages project create <name> --production-branch main`.
46
+ "Already exists" is fine if it is the person's own project.
47
+ - Deploy the build: `npx wrangler@4 pages deploy dist --project-name <name> --branch main`.
48
+ - Read the live address from wrangler's output. A taken name gets a suffixed `*.pages.dev`
49
+ subdomain, so the guessed `<name>.pages.dev` can be a stranger's site: never report an address
50
+ you did not read back.
51
+ - Limits, from Cloudflare's Pages limits: 20,000 files a site on the free plan, 25 MiB for any one
52
+ file.
53
+
54
+ ## A folder
55
+
56
+ A copy on disk is the host that has destroyed the most work: one publisher deleted whatever path
57
+ it was given, and was given a folder that held the project's sources.
58
+
59
+ - Copy into a new, empty folder, or into one that holds a marker file your own earlier copy left
60
+ (write one, such as `.published-copy`, beside the files).
61
+ - Refuse a destination that holds sources (`package.json`, `src/`, `.git/`), that holds the project
62
+ itself, or that is a shared root such as the home folder or the Desktop. A hand-made site (an
63
+ `index.html` with no marker) is not yours to replace.
64
+ - Replacing an earlier copy moves it to the Trash; it never deletes.
65
+ - A folder never leaves the machine, so step 4's question is skipped; it still gets the log line.
@@ -0,0 +1,90 @@
1
+ # Playable ads
2
+
3
+ A playable is the game's best verb, cut out and served as one HTML file inside somebody else's
4
+ app, where a player gives it five seconds. Networks reject or blank most first attempts for one of
5
+ three reasons a normal build never tests: the file is over that network's ceiling, it fetches
6
+ something at runtime and shows an empty frame, or it asks for the install before the player has
7
+ had the good moment. This skill builds the playable from the real game and checks all three.
8
+
9
+ ## Tools
10
+
11
+ - `npx @funpixel/tools optimize compress <image> --max-size <px> --write` compresses each picture
12
+ to the size it is drawn at; `optimize pack-atlas <sprites…> --write` packs more than three sprites
13
+ into one sheet (local and free; not MCP tools yet). Bytes are the budget here.
14
+ - `screenshot` captures the published game's peak moment, as the reference for the end card.
15
+ - Local: `npx @funpixel/tools playable --network <network>` builds the one file into
16
+ `dist-playable/index.html` (from `playable.html` when there is one), weighs it against that
17
+ network's ceiling, fails on anything it would fetch at runtime, then plays it offline on a phone
18
+ with the network's call to action stubbed: it must not fire by itself or on the first tap, and
19
+ must fire on the end card after the score rises (expose the score in `__FPX_STATE__`, or that
20
+ part is "not observed"). `verify <url> --viewport both` on the served file adds render health.
21
+
22
+ ## Steps
23
+
24
+ 1. **The networks first.** The ceiling and the call-to-action function differ by network, and
25
+ art made for 5 MB will not fit 2 MB, so the tightest network the campaign runs on sets the budget: [networks.md](networks.md) has the table, with sources.
26
+ 2. **Cut one move from the real game.** The single most satisfying verb, isolated and made
27
+ generous: not a level, not a tutorial, not three mechanics. A separate entry
28
+ (`playable.html` and `src/playable.ts`) imports the game's own systems, with a fixed seed and the
29
+ one scenario set up; it is not the whole game behind a flag.
30
+ 3. **The five seconds.**
31
+ - First frame: the board mid-situation, with a hand or arrow on the one thing to press. No logo,
32
+ loading screen or title.
33
+ - Seconds two to four: the move. Big hit areas, and a near miss counts: the move cannot be
34
+ failed. A wrong tap still answers (a nudge, a shake).
35
+ - The reward lands loud, and the call to action arrives on the beat after it (networks refuse
36
+ a store redirect on the first touch, and players install after the good moment).
37
+ - A common rhythm: three seconds without a touch brings the hand back; a player who never
38
+ moves gets the call to action at about eight seconds.
39
+ - Timers start at the first touch, and sound stays muted until then.
40
+ 4. **The call to action.** Large, in the bottom third, and the only live control once it shows.
41
+ The label names the game, not the button ("Keep playing", not "Install now"). It calls the network's own function through one
42
+ `cta()` wrapper (the table in the reference); on MRAID networks, wait until MRAID is ready
43
+ before calling anything on it. The end card keeps the board visible behind the name and button.
44
+ 5. **One file, no network.** Every image, sound, font and data file is imported so the bundler
45
+ inlines it as a data URI; nothing is loaded by path at runtime (`Assets.load('/assets/hero.png')`
46
+ fetches, and on the network that fetch is a blank frame). No CDN, web font URL, analytics or
47
+ `fetch`. Build with a separate config (`vite.playable.config.ts`: inline every asset, no module
48
+ preload, one chunk, then the script and styles inlined into the HTML) into `dist-playable/`,
49
+ which goes in `.harnessignore` so it never ships to Funpixel. Google's exit script and TikTok's
50
+ SDK are the two sanctioned external scripts, and only for their own network.
51
+ 6. **Both orientations.** Lay out from the live size on every resize; a playable cannot ask the
52
+ player to rotate.
53
+ 7. **Weigh it.** `npx @funpixel/tools playable --network <network>` weighs the file against the
54
+ ceiling (a warning inside the last 10%) and names every leftover URL, each a runtime fetch that
55
+ would blank it.
56
+ Over budget, cut in this order: music, the number of sprites (reuse with tint and scale),
57
+ resolution (draw at the displayed size), photographic backdrops (a gradient and two shapes in
58
+ code), web fonts. The pointer hand, the feedback on the core verb and the call to action are
59
+ the ad itself, so they are the last things to cut.
60
+ 8. **Play it offline on a phone frame.** `funtools playable` does the portrait half: offline at
61
+ 390x844 with touch on, the network's function stubbed, the call to action fired once, after the
62
+ reward. Look at 844x390 yourself. Then run it through the network's own preview tool before
63
+ submitting.
64
+
65
+ ## Worked example
66
+
67
+ A colour-sort game, for AppLovin and Meta:
68
+ 1. Meta's single-file ceiling (2 MB) is the budget; AppLovin's 5 MB then fits too.
69
+ 2. The move: pour one bottle into its match. `src/playable.ts` loads level 3 with the seed fixed so
70
+ the matching pour is one tap away; a hand pulses over the source bottle on the first frame.
71
+ 3. The first build is 3.4 MB: a 1.1 MB music loop, a 900 KB photographic backdrop, twelve
72
+ separate bottle sprites. Music goes, the backdrop becomes a gradient drawn in code, and the
73
+ bottles become one tinted sprite through `optimize pack-atlas` and `optimize compress`: 1.46 MB.
74
+ 4. The grep finds `url(/fonts/title.woff2)` in the CSS: the display font was loaded by path. It is
75
+ imported instead, and subset to the six letters of the title: 18 KB.
76
+ 5. `cta()` calls `FbPlayableAd.onCTAClick()` in the Meta build and `mraid.open(storeUrl)` in the
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+ AppLovin build. Offline at 390x844, the stub fires once, a beat after the pour's burst.
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+
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+ ## Common mistakes
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+
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+ - A logo or title screen first: the player is gone before the board appears.
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+ - An animation to watch instead of a board to touch.
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+ - The call to action on the first tap, or before the reward: networks reject a store redirect on
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+ the first touch.
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+ - Assets loaded by path: fine in the browser, a blank frame on the network.
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+ - Building to 5 MB when the campaign includes Meta's 2 MB single file.
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+ - Sound playing before the first touch.
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+ - `dist-playable/` shipped to Funpixel because `.harnessignore` did not name it.
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+
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+ Where this comes from: ours, from the ad networks' own published rules (networks.md).