Does anyone know of a good app/tool that allows you to edit MP4 files? - mp4

I need to be able to increase the volume, cut out silence, add silence etc. for mp4 files. Any help would be appreciated!

Oh, I thought you were asking about tools to edit the mp4 bitstream. Which I am interested in. I use VLC player for this, because it will give me a log file with errors when the MP4s I create don't work, but I am interested in better tools.
For editing mp4s youtube.com/editor is free, cross platform compatible.

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How to convert a SB3 file to an EXE

I'm creating a game on Scratch 3, however, when I'm finished with it, I want to convert it to an .exe file. How do I do this?
I've been interested in game development for a long time, and have even tried Unity before, but I'm just a beginner meaning it was too difficult for me. So I turned to Scratch.
Yes, It is possible! ...But it's kinda complex,
Bear with me!
First, Take your sb3 file and convert it into a sb2. To do this I recommend using rexscratch's sb3tosb2 tool. Found here: https://github.com/RexScratch/sb3tosb2
Make sure you have python installed, if you don't, google how to install it. (it's easy).
Next, Click Clone or Download then click Download ZIP. Once that is downloaded, Open the zip, go to the next folder, and execute sb3tosb2.py . This will then ask for a sb3 file, Navigate to the sb3 file you have and select it. It may say it wants to work in compatibility mode, if it does, Just accept it. It will finish up and ask you where to put a sb2 file, just place it on your desktop and name it something.
Secondly, We need to use a program called junebeetle, Don't worry, it's a web based one, found here: https://junebeetle.github.io/converter/online/
Click open scratch file. It will ask for a sb2, Navigate to where you put the sb2 file and open it. If you want you can customize how it will open, you can. I like to use the auto start function, and fullscreen. Don't mess with the resolution unless you know not how to screw-up aspect-ratios. Then click "Convert to SWF" This will then download the SWF version the scratch game, simply name it what you want and leave it.
Finally, you need to convert the SWF file to an EXE, There are plenty of ways to do this, but for ease, I recommend using a lite file converter. SWF Tools is a good one found here: https://sourceforge.net/projects/swftools/files/SwF_To_eXe/Swf2eXe_Latest.zip/download
Let it download and then extract the zip file's content to your desktop or downloads folder. Then open the exe file inside the folder from the zip file you just extracted.
Almost there! Click "Add a file" Then, you guessed it, Navigate to the SWF file that was spat out from the conversion of the sb2. Then click "Convert" Let it do its thing, and soon it will finish. Boom, Done. To find your exe file, go to where you stored the SWF to EXE converter, go to the "Output" Folder, and infront of you, is your EXE File! Note: Your anti-virus might freakout, this is normal when making new programs.
Also, Some fonts may break, This is just a side effect of the sb3 to sb2 conversion due to the fact that there is currently no way to convert sb3 to SWF.
Hopefully that was easy enough to understand. It is a complicated process, But yields results!
If you have any issues, Just Ask! I can help!
You could use the TurboWarp Packager. It's free and safe. https://packager.turbowarp.org/
There might not be a specific or direct way to convert a Sb3 File to an exe file but You can do it indirectly in a few steps which might be kind of lengthy but works.
When your SB3 project is done, go to https://sheeptester.github.io/htmlifier/
And convert your sb3 file to html.
From there you can convert the html file you got just now to an exe file, but not as you might expect it to. You cannot convert an html page to an exe file so what you can do is add the html webpage (the scratch game now converted to a html webpage) as an 'embed' file in the software such as, like Unity or Visual Basic, as they allow html webpages to be embedded in a project. Then you can add features and stuff, then publish or export your project as an exe file.
I know the process is really lengthy and I practically just wrote a long boring thesis but this might be the only way you can convert scratch to exe.
Hope my answer helps!
Hasta La Vista
Convert your Scratch project to HTML using Scratch HTMLifier: https://sheeptester.github.io/words-go-here/htmlifier/
Download NW.js and put its files (nw.exe, ...) in a directory. Create a package.json file in that directory that should look like this:
{
"name": "Project",
"main": "project.html"
}
(replace Project with the name of your project and project.html with the name of your HTML file).
Make sure that your project runs when you start nw.exe.
Use any tool to turn your folder into a self-extracting archive.
See also: https://scratch.mit.edu/discuss/topic/341617/
use https://packager.turbowarp.org/
Using simple setting you can export without any problems.
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Currently, there is no software or smart javascript tricks that can convert .sb3 files into .exe files. You could use an .sb2 file but you need to use Scratch 2.0. There are developers working on conversion programs that do .sb3 to .exe but that will take a while. I would recommend using Scratch 2.0 if you want to convert your Scratch games to an executable.

Batch encode mp4 With Handbrake CLi, same framesize

Im have about 2000 files that differs little in frame-size and that I need to re-encode to 640x480. Since Handbrake doesn't work that way, maybe CLI is the way to go? Not sure how to work the commands though. I wold need batch conversion, and if possible, output the file to the sourcefplder. If possible, erasing the old in at the same time would be awesome. How would I go about doing this?

Unity3D Resource.LoadAll adding types to unity

I am trying to find a way to have unity treat my .ai files as text files, so that Resource.Load and LoadAll will load them. Is there a configuration change I can make to allow for this? Right now it skips the .ai files completly.
We found that the direct solution was not possible, or nobody seems to know it. To get around this issue, we found that there is another folder in unity that allows for resources to be added and it is not compressed or mangled, and can be enumerated.
Use streaming assets, and the problem goes away.

Collaborating on an iOS game with an artist living somewhere else / modifying files in an iOS app without rebuilding

a former coworker (artist) and myself (programmer) are currently developing a small game together in our free time. Since he is not at all interested in learning how to use XCode, save making his own builds (I don't blame him, he is a great artist, but with only little understanding for technical stuff), this is how we have been working so far:
We share a dropbox folder where we store all the ingame artwork
Once enough or important changes have been made, I'd create a build (ad hoc distribution) and send it to him
From time to time we'll meet and work together a couple of hours, maybe once a week since we live in different cities
This was ok for most of the time. However now we're busy finetuning the content and game mechanics. In this development stage, our workflow is just to slow and "disconnected". Whenever he is working on the artwork, he'll have to wait for me to make a build to be able to see the changes reflected in the actual context. Since we're not always working at the same time, this sometimes means he'll have to wait for days - not at all satisfying.
So, what I'd like to know..: What would be the best way to allow him to change the content without the need to rebuild the game?
I know the contents of an iOS app bundle cannot be changed once compiled. So here's what I was thinking about so far:
move the content to the documents folder during development so that it can be accessed via iTunes (handling propably awkward in light of the amount of files in question)
incorporate dropbox into the game, so that the content could be loaded right from our shared folder (extra work needed to implement this, dropbox restricted to 5000 API calls per day while not in production status)
load the content from a webserver (even more complicated compared to using the dropbox)
What do you guys think? Are there better and more comfortable ways to achieve smooth collaboration in our case? Am I missing something?
Thanks alot!!
Edit:
At the moment, I have no plans whatsoever to teach my artist how to make his own builds. You can seriously consider this to be an option only as long as you don't know him in person. He's a great artist, though.
So this question boils down to:
How do I modify files / get new files into an iPhone app after it has been built - as easily as possible and, again, without rebuilding the app?
This has to work during development only, by the way, so dirty approaches are welcome.
In some of the WWDC 2010 videos, Apple discusses this. They advise loading artwork from the web and applying it to UIKit elements or OpenGL contexts programatically.
This is complicated, but a good method, because then you make NO changes to your binary and then your artists can work freely, upload the art to a server and you're golden.
I suggest a good HTTP library, like ASIHTTPRequest, to make those requests easier.
Go with the Web server/dropbox option. You might be able to do this by subclassing or extending UIImage and using the subclass throughout your app.
Jailbreak your iPhone, Then you can ssh into the device using Cyberduck. That way you can navigate to the app's Resources folder (or) App's document folder and change files as you want.
You will have to make sure the folder permissions are proper, or else you need to change them.
Also in your game, in the first run, make sure all your resources are getting copied to the App's documents folder.
I would say that your first option is probably the best. You state the issue with transferring a large number of files through iTunes. To fix that I would to the following:
Create an app to create "package" files. It can take a folder of data and save it in a single in file in the following format:
int - length of name string
char[] - filename
int - length of data chunk
char[] - data chunk
Do this for every file in the folder, and you'll be left with a single image file. Copy that through iTunes, and have your game look at that same folder.
So now his workflow is as follows: 1) edit art 2) run your asset compiler 3) copy the asset file to the device 4) load the game
I hope this helps.
You could also do something like this:
modify the app so on its first start it copies the images into the document folder
load the images from the doc folder instead than from the bundle
with a tool like iPhone Explorer you can then overwrite the files in the document folder
it's a bit boring to find the actual app in the list that iPhone explorer gives you, but then it's just a matter of dragging and dropping the files into the right folder.
It may work also with some file in the .app bundle, but I didn't found any suitable app to try it from there.
Anyway if you want to keep the thing almost hassle free for your artist you may want to put everything in a Documents subfolder nonetheless :)
EDIT
I just tried to edit something into the .app folder and it worked OK, so you don't even have to change your code if you use iPhone Explorer to replace images.
Just remember to disable the PNG optimization if you're using PNGs. Look here for the explanation (search for "PNGs:")
good luck :)
I would say set up a CVS repository. When you're happy with what you have, you can commit your code. He can update his code and change the images however he wants. When he's happy, he can commit his changes so you also have the latest images (as long as he doesn't mess around with out files, it should be fine).
Teach him how to update the images, how to deploy to a device, how to commit to the repository and it should go smooth (albeit I think there'd be some teething issues).

Automated versioning of files in file share?

We have a file share on a debian server which people will be putting mostly small plain text, word, excel, pdf, misc, files into. We want to keep file level versioning of everything placed in that file share. We'd like all of the versioning to happen automatically in the background every time a change is made to a file.
What's the easiest open source way to do this? What's the best versioning system to do this with? Is there an automated versioning system like this out there somewhere?
I'm not asking for complete instructions. I'm just looking for recommendations or keywords to search with (other than "automatic versioning files" which didn't find me much).
We're already backing up the volume many times a day. We don't want to do volume snapshots etc. We're looking for some kind of automated file level versioning.
Update:
Using incron to autocommit changes in a folder:
http://andrew.mcmillan.net.nz/blog/using_incron_to_autoversion_a_directory
Thanks to using the new keyword "autoversioning" I found the above which I'm interested in. It's a script which is triggered from incron every time a file changes. One problem is incron isn't recursive.
I would try a versioned filesystem, such as ext3cow or nilfs.
I have no experience with them, but they have always looked like a very interesting idea to me.
The SVNAutoVersioning directive to mod_dav_svn is one solution.