Rename to storebound (plugin, CLI, config file, credentials folder, repo)

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CRTkafa 2026-10-10 20:35:26 +08:00
parent 3cd31b7601
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52 changed files with 171 additions and 171 deletions

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@ -5,7 +5,7 @@ description: Produce store screenshots and the Play feature graphic for a mobile
# Store screenshots
CLI: `crt-ship` (or `bun ${CLAUDE_PLUGIN_ROOT}/cli/index.ts`). Needs `ffmpeg`, and `playwright` in the project
CLI: `storebound` (or `bun ${CLAUDE_PLUGIN_ROOT}/cli/index.ts`). Needs `ffmpeg`, and `playwright` in the project
(`bun add -d playwright`; it uses Playwright's Chromium or an installed Google Chrome).
## Sizes (what each store wants)
@ -22,19 +22,19 @@ CLI: `crt-ship` (or `bun ${CLAUDE_PLUGIN_ROOT}/cli/index.ts`). Needs `ffmpeg`, a
1. **Game switches.** Give the game URL params for screenshots: language, fixed seed, no ads / analytics / purchase
UI, skip tutorial, jump to a level, freeze at a moment. Frames must show real gameplay (store rule).
2. **Capture.** Configure `shots.capture` (baseUrl, query with `{lang}`, shots: path / waitFor / eval / delayMs /
device). Start the game (production build preview), then `crt-ship shots capture --lang en` (phone 440 x 902 @3x
device). Start the game (production build preview), then `storebound shots capture --lang en` (phone 440 x 902 @3x
and tablet 800 x 1240 @2x by default; the template draws the status bar above). Frames are local, not committed.
3. **Copy.** `store/shots/copy.json`: per language, per scene: `eyebrow`, `title` [white line, gold line], `sub`,
`badges` [[big, small]]. Short and true (only claim what is in the game); about 15 Latin characters per title line.
Natural marketing tone per language, not literal translation; use the game's own terms.
4. **Fonts.** `crt-ship shots fonts` downloads title/body fonts and a Noto subset for every non-Latin script found in
4. **Fonts.** `storebound shots fonts` downloads title/body fonts and a Noto subset for every non-Latin script found in
the copy (CJK, Arabic, Hebrew, Devanagari, Thai, Cyrillic/Greek). Re-run after copy edits.
5. **Scenes.** `shots.scenes`: palette (fire, violet, blast, green, night, sky, gold, candy or custom), frames (one
front phone + optional back phones with x / dy / scale / rotate), badge slots (y, side, icon, hot, stars).
6. **Render.** `crt-ship shots render --lang en` first, review `store/renders/en/sheet.png` (contact sheet), then
all languages in the background: `crt-ship shots render > .crt-ship/render.log 2>&1 &`.
7. **JPEG for Play.** `crt-ship shots jpeg` (q92, about 4x smaller than PNG; App Store stays PNG).
8. **Upload.** `crt-ship play images` and `crt-ship apple screenshots` (both idempotent, background + log).
6. **Render.** `storebound shots render --lang en` first, review `store/renders/en/sheet.png` (contact sheet), then
all languages in the background: `storebound shots render > .storebound/render.log 2>&1 &`.
7. **JPEG for Play.** `storebound shots jpeg` (q92, about 4x smaller than PNG; App Store stays PNG).
8. **Upload.** `storebound play images` and `storebound apple screenshots` (both idempotent, background + log).
## Gotchas
- Output is 24-bit RGB PNG: Play rejects alpha / palette PNGs, Apple rejects alpha.