76 lines
7.3 KiB
Markdown
76 lines
7.3 KiB
Markdown
# storebound teaser (v8, 58 s, 16:9)
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A short story, not a feature list: the game is done, the stores pile up work, one missing line sends you back to the
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start, so you hand it all to your AI, it does the work, and one button stays yours. Little text (one short line per
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scene at most, big and calm), real product footage only, and the music carries the arc: calm, tension, near silence,
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a driving build, a stop, a resolve. Every frame is a pure function of time, rendered from an HTML/CSS/JS timeline in
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headless Chrome and encoded with ffmpeg. The music and the sound design are original and synthesized from scratch in
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the same browser (Web Audio `OfflineAudioContext`): no samples, no downloaded audio, nothing to license.
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120 BPM: every cut lands on a beat (whole half seconds). The story scenes dissolve and drift slowly; the montage cuts
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hard on the beat with one quick push each.
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| s | shows | text | music |
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|---|---|---|---|
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| 0-5 | the demo game's own screens (its store captures), floating, a slow drift | The game is done. | calm: a warm D major pad, a slow pluck |
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| 5-11 | store work lands card after card, faster and faster: the App Privacy answer sheet and console steps, the Data safety CSV (768 rows), the screenshot sizes, the price sheet | Then come the stores. | tension: B minor, a growing low pulse, a ticking clock, a riser; a thud per card |
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| 11-15 | one real scan finding (BLOCKER 5.1.1(v), at Planner/LoginView.swift:11) grows until it fills the frame; the picture goes dark | One missing line, and you start over. | a low boom, a dark drone sinking to nothing |
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| 15-19 | in the dark, one request is typed to the AI agent: "Get this game ready for review on both stores." | So I handed it all to my AI. | near silence: room tone, key clicks, a swell into the drop |
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| 19-23 | `apple build --dry` and `play build --dry`: build 52, versionCode 52 | Builds. | the drop: kick, bass, arpeggio |
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| 23-27 | the demo game's renders: 7 store sizes x 4 languages | Screenshots, every size. | + hats |
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| 27-30.5 | `play products --dry` (174 regions), `catalog diff` (175 / 174 region prices, 0 mismatches) | Products, 175 countries. | + claps |
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| 30.5-34 | the scan's declarations proposal (one "ask owner" line), the Data safety rows filling, 768 answers | Forms. | + sixteenths |
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| 34-37 | `console plan apple-app-privacy`, then the desktop app's plan panel with that real plan, at the owner's Publish | Consoles. | + a brighter lead |
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| 37-42 | `storebound scan`: five findings turn green one per beat, the re-scan is clean (0 blocker, 0 high) | Nothing left for a reviewer to catch. | the drive peaks, a chime per fix |
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| 42-48 | the desktop app's Releases › Send for review (build 52 picked); the camera settles on "Submit for review", the pointer rests on it | One button is yours. | the music stops; a quiet low pulse |
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| 48-53 | the click; the same card shows the new submission "Waiting for review" (the app's own state) | (none) | the resolve: a wide D major chord, bells |
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| 53-58 | the storebound mark (brand/logo-mark-256.png) | From an empty folder to Submit. · Open source · storebound.dev | the chord holds, fades |
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The demo game has 4 languages (en, tr, ja, ar), so the screenshot beat says "every size", not a language count.
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The video shows no drawn system dialog and no mail: between the click and "Waiting for review" the real app shows its
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own dry-run plan and then the system's confirm dialog, which the story skips.
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| file | what |
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| `script.js` | the timeline: scenes in seconds, camera moves, captions, every line shown, the sound cues |
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| `desktop.ts` | the desktop frames: apps/desktop's Vite dev server in fixture mode (`VITE_FIXTURES=1`, example.com-style data), captured headlessly in dark at 1280x800 @2x with the dev markers hidden, plus `boxes.json` (ring and pointer targets) -> `out/desktop/`. The console plan panel gets the real `storebound console plan apple-app-privacy --json` of a fresh `storebound init` folder; the send-for-review frames press "Read state" and pick build 52 as the owner would (`submit-ready`), and the "Waiting for review" frame serves the fixture's apple status with the new submission waiting. It also captures the frames the site uses (`site-shots.ts`) |
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| `index.html` + `teaser.js` | the picture; `window.teaser.seek(t)` sets every element for time `t` |
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| `music.js` | music and sound design, one section per part of the arc (see the table) |
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| `render.ts` | frames at 60 fps blended to 30 fps -> ffmpeg (H.264 high, yuv420p); sound: one gain to about -16 LUFS with the true peak at or below -1.5 dBTP (no dynamic normalization, so the quiet parts stay quiet), mux, poster, the 1280x720 web version |
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| `icons/` | the mouse cursor and the UI icons: Phosphor files copied unchanged by `bun tools/site-icons.ts` (no hand-written SVG; CI checks it) |
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Every CLI line in the video is real output, and `tests/teaser.test.ts` runs each command and checks every line (the
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clock prefix and the "(0s)" timer left out), in a fresh `storebound init` folder with two products:
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- `storebound console plan apple-app-privacy` (offline): the answer sheet and step lines of the pile, the plan lines of
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the consoles beat, the never-press list and the owner's final button.
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- `storebound play data-safety --dry` (the CSV lines), `storebound check` (768 rows), `storebound prices ppp --offline
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--dry` (the price rows).
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- `storebound apple build --dry` and `storebound play build --dry` in a minimal Capacitor project.
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- `storebound play products --dry` and `catalog diff`, with the stores answered by
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`tests/helpers/teaser-store-mock.ts` (preloaded through a `bunfig.toml` in the folder; nothing reaches the network).
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- `storebound scan` of `tests/fixtures/scan/teaser` (the 5.1.1(v) finding, all five findings, the declarations
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proposal) and of `teaser-fixed` after the fixes.
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The test also checks the timing (every cut on a half-second beat, scenes 3-6 s, the montage at 19-37 s speeding up with
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cuts rather than dissolves, captions of at most 8 words fully on screen at least 2.5 s inside their scene, 56-62 s in
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total, 16:9 only), that the game screens and screenshot tiles are the demo game's own, and that every desktop frame a
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scene names is one `desktop.ts` captures (where they were captured: each file there, 2560x1600 JPEG).
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## Render
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Needs Bun, ffmpeg, Playwright (repo devDependency; Playwright's Chromium or an installed Google Chrome) and the demo
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game's store captures and renders:
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```sh
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cd examples/demo-game && bun serve.ts & bun ../../cli/index.ts shots capture && bun ../../cli/index.ts shots fonts && bun ../../cli/index.ts shots render
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# from the repo root
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bun media/teaser/render.ts > media/teaser/out/render.log 2>&1 & # master, sound, poster, web version: about 20 min
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bun media/teaser/render.ts --desktop # capture the desktop app frames again (after a UI change)
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bun media/teaser/render.ts --stills 2.5,13.5,46 # PNG stills in out/stills for a quick layout check
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bun media/teaser/render.ts --sound # the music only (out/music.wav)
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bun media/teaser/render.ts --serve --port 8750 # live preview: /index.html?play=1 (or ?t=12.5)
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```
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Outputs (gitignored) in `media/teaser/out/`: `teaser-1920x1080.mp4` (master), `teaser-web.mp4` (1280x720, about
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6.7 MB) with `poster-web.jpg`, `teaser-1920x1080-silent.mp4`, `poster-1920x1080.jpg`, `music.wav`.
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