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I've been keeping a blog for my current Android game and as I get closer to an actual playable version of the game, screenshots just aren’t enough to show new progress anymore. What I need is video. The problem is, my game won’t run on the current emulator (uses OpenGL ES 2.0), and my computer couldn’t run the emulator if it wanted to anyways. So desktop video capture is out of the question. The only real idea I have is holding the phone in front of the only video camera I own: a webcam… yeah. Does anyone know a better (preferably free) way to capture video from an Android device?

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Can Android devices do video-out to like your TV or something? –  jhocking Sep 6 '11 at 19:25
@jhocking I may be able to do that with the HDMI port on my device. What would be the best way to capture it from the TV? –  Amplify91 Sep 6 '11 at 19:52
I dunno, I don't have a TV :P I was just thinking out loud. –  jhocking Sep 6 '11 at 20:08
Outputting to the TV via HDMI then using a TV tuner definitely sounds like a good idea, however I have neither the special HDMI cable nor the TV tuner. Someone else may find that helpful though. –  Amplify91 Sep 7 '11 at 4:27

7 Answers 7

up vote 4 down vote accepted

Perhaps something like Droid@Screen would work? Here's a video of setting it up and capturing video using CamStudio. Droid@Screen is in alpha, so it might work. Good luck! I'll keep an eye out for those videos on your blog .)

Hopefully your computer can handle that much :/

If your android device is rooted, there's an entirely on the phone option with ScreenCast & Recorder. Here's an article and the android market page for paid and free. Free version limits to 30 seconds of recording.

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Droid@Screen is definitely very cool and easy to use. If I can get a better framerate, that will definitely work. I'll probably end up rooting my phone so I'll look into your other suggestion later. Thanks for the help and I'll definitely see you around on tumblr! –  Amplify91 Sep 7 '11 at 4:31
I don't think you can get an acceptable framerate with Droid@Screen ... –  miguelSantirso Sep 17 '12 at 20:28

I'm not familiar with Android development, but I've used this technique on other platforms.

As you can take screen shots, could you simply lock your time step to say 1/30th sec (instead of using actual elapsed time) and save a screen shot every frame, which you can reassemble afterwards into a video on your PC.

The main downside of that method is that audio capture is more difficult - you will probably need to recreate it or replace it with something else.

It's also helps if you can record and replay any required user inputs since the game will be running in slow motion thanks to the screen shot saving.

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Unfortunately, I don't know if there are any good, solid, simple answers, since a lot of it depends on the device you're using and the game itself. A quick google of android video capture turns up some info on media and video recording, some of the top results are here

This issue is that some of these solutions might take too long to implement, or plain old won't work for OpenGL games. And none of these will really show off any elements of the game that rely on touch, or accelerometer, or microphone/camera. So in some cases, the best option is to just stick the phone on a flat, well lit surface, point a camera at it, and play your game. In some cases, a web cam might be good enough to show the game in action, and you can entice people with pretty screenshots as well. If the web cam really is terrible, there's the option of finding a friend with a camera you can borrow for a few hours (or less)

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This isn't the easiest way, but it doesn't require rooting your phone. You can slow down your game, run it in the emulator, record a video of the emulator, and then speed up the video. More details on http://www.firedroid.net/2010/07/01/recording-android-games/

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we now have a free SDK that allows you to record videos with no overhead (we capture all the OpenGL calls) within any app or game.

And any Android game developer that sends us their video could be featured at Game Developers Conference in San Francisco

Details: http://www.lunarg.com/seemegaming/

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If you explain a bit about how your solution works, it is likely that people won't see it as spam. –  Noctrine Jan 21 '12 at 2:40
Sure, we provide SDK that you download. The developer creates a "start recording" button with their app that calls our library, which captures all of the OpenGl calls into a trace file. Once recording is stopped the tracefile is uploaded to our webserver where it is converted and posted to your YouTube or Facebook or Vimeo account as video and you get the link back. –  TomasV Jan 24 '12 at 18:18

You can use kamcord to record video or game in phone. See detail in https://www.kamcord.com/

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This reads very much like an advertisement. Perhaps you can flesh out the answer with a little more detail? –  Byte56 Mar 21 '14 at 14:22

You should port your game on Desktop. OpenGL ES 2.0 can be easily port on OpenGL 2.1. With a desktop version, you can use many tools to debug and profile your OpenGL code. Yes, it is a lot of work but you will develop quicker with a Desktop port. If you refuse to port your OpenGL ES code, there are OpenGL ES emulator on windows too (Theren't android emulators).


Note: With a video capture tool, you can't expect 30FPS. Only hdmi output present on many devices can help you...

Note 2: an OGLES 2.0 android emulator with hardware support is in the google labs, but no availability date.

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I guess you missed the part where the emulator won't run his game. As for porting the game to desktop, I don't agree that porting an Android app to desktop is easy. I mean, first you say it's easy, then you say it's a lot of work. okaaaay... –  jhocking Sep 6 '11 at 21:40
Our own engine is working on OS X, Windows, IOS and Android. The specific code for Android is very small. I understand that you didn't want port on Desktop but you should. There are so many advantages. –  Ellis Sep 6 '11 at 22:09

protected by Byte56 Mar 21 '14 at 14:24

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