I don't really have the need for anything professional at this stage, really just a mock up thing. I've seen lots of ones out there which are clearly just mock ups and so am wondering what software was used to make them.
I'll get in touch if I ever need anything professional doing though.
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Im actually not sure of the name of the tools my video team uses, but they run the apps in the emulator and take screen videos from the computer before cutting them together to make a trailer. Hope that helps.
Does anyway have any software advice for creating videos of apps then?
SimCap is pretty good.
If you google you'll find more sophisticated tutorials on how to create a video that will show a finger instead of just white square with different screen recording software.
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I did by capturing delta compressed screen diffs, writing them to the iPhone disk then - on the mac - converting that output into a divX movie using OpenCV.
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I did by capturing delta compressed screen diffs, writing them to the iPhone disk then - on the mac - converting that output into a divX movie using OpenCV.
what about audio?
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I added it by hand since I didn't need much, and I just have music in the trailer anyway. I don't think it'd be too hard to add data tags for what sounds are being played when and then use that data to build audio on the mac.
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I added it by hand since I didn't need much, and I just have music in the trailer anyway. I don't think it'd be too hard to add data tags for what sounds are being played when and then use that data to build audio on the mac.
Wouldn't it be easier just to run some recording software? It took me 5 minutes to record 2 minute video with SimCap
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Depends whether you mind recording from the simulator or not.
I do mind of course. The best videos are made when you record with a real video camera, but you need a good quality video camera, good setup, lighting, etc. etc. Everything I managed to make so far looks crap
If you want to record the screen (not the simulator itself) - there are plenty of software for Macs. Moreover you can use PhoneFinger which will show a human finger on the screen instead of a mouse pointer, so the video will look more realistic and cool.
From the other side recording just simulator is the quickest - just launch the simulator, run the recording software, click "record" - and that's it with audio and everything.
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From the other side recording just simulator is the quickest - just launch the simulator, run the recording software, click "record" - and that's it with audio and everything.
Sure, it is. But I like to record from the device itself, so you've got the tilt and touch as it would normally be.
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Sure, it is. But I like to record from the device itself, so you've got the tilt and touch as it would normally be.
Ow, wait a minute... wait a minute... - I guess I misunderstood you. I thought you were taking images from the simulator (from Mac screen). Those images were from the iPhone itself? I missed that part - my bad. Interesting... How did you do that? You did it from within your app I guess?
It's actually a good idea. - you can remember which sound you played when and you can overlay images with fingers over touch points.
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Those images were from the iPhone itself? I missed that part - my bad. Interesting... How did you do that? You did it from within your app I guess?
Aye. That's right. I use glReadPixels to capture those parts of the screen that have changed, running on the device itself.
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It's actually a good idea. - you can remember which sound you played when and you can overlay images with fingers over touch points.
Yeah, I could do that. I haven't, as yet, but it's quite possible.
To be honest, I suspect iSimulate is still easier but I wasn't happy with that kind of fudge and, at the time, I was hoping to develop a marketable library from it.
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Aye. That's right. I use glReadPixels to capture those parts of the screen that have changed, running on the device itself.
Yeah, I could do that. I haven't, as yet, but it's quite possible.
To be honest, I suspect iSimulate is still easier but I wasn't happy with that kind of fudge and, at the time, I was hoping to develop a marketable library from it.
Excellent Idea.. you could also use UIGetScreenImage() - Gotta experiment which one works best. The SDK is not for appstore anyway - so you can use any function.
The library will have real value if it generates the actual video. It's not that hard to port any open-source video making software. More likely they are GPL, so the SDK would have to be GPL. I don't know about marketable library - I wouldn't, I would just release under GPL and let it grow. But if you'll make a commercial library - I'd just buy. It needs to create the actual video though.
The audio could be recorded through audio jack - the quality will be lost a little, but nobody cares about audio quality for demo video. Then any video editing software will be able to put recorded audio on top of the video.
Another solution for audio would be to provide all the sounds to the SDK along the way. The library will then convert them to mp3 and record with video. This way you'll get ready to go video.
Man, I got excited why didn't I think about it myself? I have wasted so much time on trying to create these stupid videos. I'll look for some open-source video making library.
The sophisticated SDK could also record device orientation changes, shaking, etc.. - it'll be cool.
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I used iSimulate and some random screen capture app. It worked pretty well... as it allows you to control the app on the iphone and watch it in the simulator. I didn't post any of the vids I made with it, but the product iSimulate works good. Even can replace the cursors with finger images.
Excellent Idea.. you could also use UIGetScreenImage() - Gotta experiment which one works best. The SDK is not for appstore anyway - so you can use any function.
The reason I didn't use that is so I can capture only those parts of the screen that have changed. Capturing from the screen is slow and I wanted to maintain my 60fps frame rate while capturing (it stutters a bit occasionally, especially when writing data out but it's quite playable still), another reason to delta compress is that it hugely reduces the amount of memory needed for storage - which means less data writes.
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The sophisticated SDK could also record device orientation changes, shaking, etc.. - it'll be cool.
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I'd actually thought about making some sort of library which would record the screen video and audio from the microphone. It would be quite useful for devs to plug in to their app.
Mr Jack - I wonder why you're bothering with doing delta stuff yourself? UIGetScreenImage() is pretty quick (and is an approved API now) and if you use just drop the images straight onto disk then I can't really see it being an issue. Then you can compress them afterwards. Or did you try that way and find it was better to do what you did?
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Mr Jack - I wonder why you're bothering with doing delta stuff yourself? UIGetScreenImage() is pretty quick (and is an approved API now) and if you use just drop the images straight onto disk then I can't really see it being an issue. Then you can compress them afterwards. Or did you try that way and find it was better to do what you did?
I tried that, and it wasn't fast enough. The write speed to the disk is quite slow, and the capture speed to also quite slow.
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I tried that, and it wasn't fast enough. The write speed to the disk is quite slow, and the capture speed to also quite slow.
How were you doing it though? I've had success with getting a fairly decent frame rate out of it you see. Can get around 15 FPS whilst the CPU is also doing a heck of a lot of other stuff (e.g. compressing those images). I'd expect it to be a lot higher frame rate if there's no compression going on.
Also, were you writing to the disk through Cocoa objects or just plain blatting it to a file?
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How were you doing it though? I've had success with getting a fairly decent frame rate out of it you see. Can get around 15 FPS whilst the CPU is also doing a heck of a lot of other stuff (e.g. compressing those images). I'd expect it to be a lot higher frame rate if there's no compression going on.
It still runs at 60fps with the video capture running (capturing every 3rd frame for 20fps video). I couldn't match that with whole screen capture either with glReadPixels or UIGetScreenImage.
Since I know which bits of the screen change anyway (I only rebuild the OpenGL data when things change for all the objects) adding delta compression wasn't that difficult.
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Also, were you writing to the disk through Cocoa objects or just plain blatting it to a file?
I used the C file output functions (fwrite, etc) because I write in C++ rather than Objective C anyway.
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Since I know which bits of the screen change anyway (I only rebuild the OpenGL data when things change for all the objects) adding delta compression wasn't that difficult.
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Aha... that's a problem - you can't make a universal library like that. Some game with all sort of lightening effects would be changing the whole screen all the time.
Writing to the "disk" is very slow indeed. Did you write full 888 RGB? Have you tried 565RGB - 16 bit (at least saving 1 byte per pixel)? Or even 12 bit?
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Aha... that's a problem - you can't make a universal library like that. Some game with all sort of lightening effects would be changing the whole screen all the time.
Yup, it is indeed a problem. Still it works for my game.
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Writing to the "disk" is very slow indeed. Did you write full 888 RGB? Have you tried 565RGB - 16 bit (at least saving 1 byte per pixel)? Or even 12 bit?
I wrote full 888
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