Over the past 2 months I’ve been working on a stream overlay for my streams implemented in @godot, and last night I finally got animated emotes working which has been the biggest hurdle to making the app usable on stream!

  • onlinepersona@programming.dev
    link
    fedilink
    arrow-up
    4
    ·
    22 days ago

    The streams are in Godot? I’m not sure I understand. Are you streaming game development in Godot and when something happens you get notifications in Godot itself?

    • Ky@furry.engineerOP
      link
      fedilink
      arrow-up
      8
      ·
      22 days ago

      @onlinepersona i am making an app that will be an overlay on my stream for chat and other effects to be displayed on stream. That app is implemented using godot

      • onlinepersona@programming.dev
        link
        fedilink
        arrow-up
        5
        ·
        22 days ago

        I see! That’s cool. So it’ll be fullscreen with a transparent background and have animations and such?

        I’m curious, is that easier that making overlays for OBS? Or is it just a personal challenge? It’s cool either way!

        • Ky@furry.engineerOP
          link
          fedilink
          arrow-up
          8
          ·
          22 days ago

          @onlinepersona Yes, the exported app will be fullscreen transparent and be captured by OBS. So it *is* an overlay for OBS, not totally sure what you mean there.

          I made my own app bc I don’t like the other overlay suites I’ve tried and wanted something tailored to my needs and wants, and making it myself is how I achieved that.

          • onlinepersona@programming.dev
            link
            fedilink
            arrow-up
            2
            ·
            22 days ago

            So it *is* an overlay for OBS, not totally sure what you mean there.

            It’s possible to make plugins for OBS that run in it. Animations and things then happen within OBS itself. It allows you to make new transitions and play animations and such. There’s existing plugins that embed a browser with CEF, so you can put a div at a certain location, put in an image, and then remove it again with JS and CSS.

            But, I imagine doing with godot is also less resource intensive than running a full browser. Is yours opensource?

            • Ky@furry.engineerOP
              link
              fedilink
              arrow-up
              3
              ·
              22 days ago

              @onlinepersona i see what you mean now, it is not an obs plugin directly no. I do not enjoy web dev so using the browser plugin source is a no from me. Idk if running Godot is less resource intensive, performance is not really something I’m worrying about at this stage though it will be later.

              It is open source in the sense that the source code is openly available, however it is a personal project, it doesn’t have a pretty README or documentation about how to use it, and I make 0 promises about fixing open issues/merging prs. If you wanna look anyway it’s here:
              https://codeberg.org/ky-bean/show-beans

              • onlinepersona@programming.dev
                link
                fedilink
                arrow-up
                2
                ·
                22 days ago

                Your definition of opensource fits mine 😉 No need for it to be a professional project that runs ok everybody’s computer with all kinds of bells and whistles.

                Thanks for sharing. It’ll help me learn more Godot.

                P.S codeberg! Yay!

  • sylphrin@sh.itjust.works
    link
    fedilink
    arrow-up
    3
    ·
    22 days ago

    Ayyyyy nice work!

    I’ve actually been working on a stream overlay too! Mine doesn’t include the chat, because I’m pretty happy with what I already have, but I’m currently in the middle of moving all my stuff from streamerbot-triggered OBS sources/filters to a streamerbot-triggered Godot overlay hahaha. It sounds silly but it’s cleaned up so much clutter in OBS, and my actions in streamerbot are a lot tidier and easier to manage too. I’m also hoping it’ll improve performance, because my previous setup had quite a few nested scenes to make things work.