- Skill ID
- playableintelligence/game-creator/promo-video
- Publisher
- playableintelligence
- Repository
- game-creator
- Installs
- 0
- Files
- 2
- License
- MIT
- Requires
- Requires Playwright and FFmpeg installed locally for video capture and encoding.
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
playableintelligence/game-creator/promo-videoInstalls these files- SKILL.md
- scripts/convert-highfps.sh
What this skill tells the agent
Promo Video Recording
Record smooth, autonomous promo footage of a Phaser game for marketing / social media. The output is a 50 FPS MP4 in mobile portrait (9:16) — ready for TikTok, Reels, Moltbook, or X.
Technique
Playwright's recordVideo caps at 25 FPS with no config option. We work around it:
- Slow the game to 0.5× by patching all 5 Phaser time subsystems
- Record for 2× the desired duration at Playwright's native 25 FPS
- FFmpeg speed-up 2× → effective 50 FPS output
| Parameter | Default | Effect |
|---|---|---|
SLOW_MO_FACTOR | 0.5 | Game runs at half speed → 50 FPS output |
WALL_CLOCK_DURATION | DESIRED_GAME_DURATION / SLOW_MO_FACTOR | Record for 2× to get correct game-time |
VIEWPORT | { width: 1080, height: 1920 } | 9:16 mobile portrait (always default unless user specifies otherwise) |
DESIRED_GAME_DURATION | 13000 (ms) | ~13s of game-time → ~6.5s promo clip |
Prerequisites
- Playwright — must be installed (
npm install -D @playwright/test && npx playwright install chromium) - FFmpeg — must be available on PATH (
brew install ffmpegon macOS) - Dev server running — game must be served on localhost
Check both before starting:
npx playwright --version
ffmpeg -version | head -1If FFmpeg is not found, warn the user and skip the promo video step (it's non-blocking — the game still works without it).
Capture Script — Game-Specific Adaptation
Every game gets a custom scripts/capture-promo.mjs. The subagent must read the game's source files to determine:
1. Death/Failure Patching (CRITICAL)
The video must show continuous gameplay — never game over. Read GameScene.js (or equivalent) to find the death/failure method and monkey-patch it out.
How to find it: Search for the method called on collision/death. Common patterns:
this.triggerGameOver()— dodge gamesthis.takeDamage()→this.lives <= 0— multi-life gamesthis.gameOver()— direct calleventBus.emit(Events.PLAYER_HIT)/eventBus.emit(Events.GAME_OVER)— event-driven
Patch template (adapt per game):
await page.evaluate(() => {
const scene = window.__GAME__.scene.getScene("GameScene");
if (scene) {
// Patch ALL paths to game over
scene.triggerGameOver = () => {};
scene.onPlayerHit = () => {};
// For multi-life games, also prevent damage:
// scene.takeDamage = () => {};
// scene.playerDied = () => {};
}
});2. Input Sequence Generation
The video must show dynamic, natural-looking gameplay. Read the game's input handling to determine:
- Which keys — ArrowLeft/ArrowRight? Space? WASD? Mouse clicks?
- Input style — continuous hold (movement), tap (jump/shoot), or both?
- Movement pattern — should the player sweep across the screen, dodge reactively, jump rhythmically?
Input patterns by game type:
| Game Type | Input Keys | Pattern |
|---|---|---|
| Side dodger | ArrowLeft, ArrowRight | Alternating holds (150-600ms) with variable pauses, occasional double-taps |
| Platformer / Flappy | Space | Rhythmic taps (80-150ms hold) with variable gaps (200-800ms) |
| Top-down | WASD / Arrows | Mixed directional holds, figure-eight patterns |
| Shooter | ArrowLeft/Right + Space | Movement interleaved with rapid fire |
| Clicker/Tapper | Mouse click / Space | Rapid bursts separated by brief pauses |
Randomize timing to avoid robotic-looking movement:
const holdMs = 150 + Math.floor(Math.random() * 450);
const pauseMs = 50 + Math.floor(Math.random() * 250);Add a pause at the start (1-2s) to let the entrance animation play — this is the hook.
3. Game Boot Detection
All Phaser games built with the /viral-game or /make-game pipelines expose these globals:
window.__GAME__— Phaser.Game instancewindow.__GAME_STATE__— GameState singletonwindow.__EVENT_BUS__— EventBus singleton
Wait for both boot and active gameplay:
await page.waitForFunction(() => window.__GAME__?.isBooted, { timeout: 15000 });
await page.waitForFunction(() => window.__GAME_STATE__?.started, {
timeout: 10000,
});4. Time Scaling Injection
Slow all 5 Phaser time subsystems for the recording:
await page.evaluate(
({ factor }) => {
const game = window.__GAME__;
const scene = game.scene.getScene("GameScene");
// 1. Update delta — slows frame-delta-dependent logic
const originalUpdate = scene.update.bind(scene);
scene.update = function (time, delta) {
originalUpdate(time, delta * factor);
};
// 2. Tweens — slows all tween animations
scene.tweens.timeScale = factor;
// 3. Scene timers — slows scene.time.addEvent() timers
scene.time.timeScale = factor;
// 4. Physics — slows Arcade/Matter physics
// NOTE: Arcade physics timeScale is INVERSE (higher = slower)
if (scene.physics?.world) {
scene.physics.world.timeScale = 1 / factor;
}
// 5. Animations — slows sprite animation playback
if (scene.anims) {
scene.anims.globalTimeScale = factor;
}
},
{ factor: SLOW_MO_FACTOR },
);The 5 subsystems:
- Update delta —
scene.update(time, delta * factor)slows frame-delta-dependent logic - Tweens —
scene.tweens.timeScaleslows all tween animations - Scene timers —
scene.time.timeScaleslowsscene.time.addEvent()timers - Physics —
scene.physics.world.timeScaleslows Arcade/Matter physics (uses inverse:1/factor) - Animations —
scene.anims.globalTimeScaleslows sprite animation playback
5. Video Finalization
const video = page.video();
await context.close(); // MUST close context to finalize the video file
const videoPath = await video.path();Full Capture Script Template
import { chromium } from "playwright";
import path from "path";
import fs from "fs";
import { fileURLToPath } from "url";
const __dirname = path.dirname(fileURLToPath(import.meta.url));
const PROJECT_DIR = path.resolve(__dirname, "..");
// --- Config ---
const args = process.argv.slice(2);
function getArg(name, fallback) {
const i = args.indexOf(`--${name}`);
return i !== -1 && args[i + 1] ? args[i + 1] : fallback;
}
const PORT = getArg("port", "3000");
const GAME_URL = `http://localhost:${PORT}/`;
const VIEWPORT = { width: 1080, height: 1920 }; // 9:16 mobile portrait
const SLOW_MO_FACTOR = 0.5;
const DESIRED_GAME_DURATION = parseInt(getArg("duration", "13000"), 10);
const WALL_CLOCK_DURATION = DESIRED_GAME_DURATION / SLOW_MO_FACTOR;
const OUTPUT_DIR = path.resolve(PROJECT_DIR, getArg("output-dir", "output"));
const OUTPUT_FILE = path.join(OUTPUT_DIR, "promo-raw.webm");
// <ADAPT: Generate game-specific input sequence>
function generateInputSequence(totalMs) {
const sequence = [];
let elapsed = 0;
// Pause for entrance animation
sequence.push({ key: null, holdMs: 0, pauseMs: 1500 });
elapsed += 1500;
// <ADAPT: Replace with game-specific keys and timing>
const keys = ["ArrowLeft", "ArrowRight"];
let keyIdx = 0;
while (elapsed < totalMs) {
const holdMs = 150 + Math.floor(Math.random() * 450);More from playableintelligence
Use this skill in a project
Open any RiverX project, search the Skills panel for playableintelligence/game-creator/promo-video, and install it in one click.
