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!
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 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
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!
@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.
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?
@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
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!