Give the wounded frames legs that actually move
The pair alternated but the feet stayed put: the generator had swapped the arms and torso and redrawn the same legs. Measured it rather than squinting — the lower third of the two wounded frames differed by 3.7% and 4.6%, where a healthy walk pair differs by 60-70%. That is a body sliding, which is exactly what Oliver saw. Regenerated with the stride as the entire brief (33% for the shambler), and where the generator would not move them, mirrored the leg band in place instead: a side-on walk swaps its stride under a horizontal flip of the legs alone, same pixels, same palette, no dice roll. The coated shambler and the steward are that (28% and 31%). Audited every wound pair the same way while I was in there — the racket zombie's two stages and the brute were already fine. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -97,6 +97,6 @@
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<p id="build"></p>
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</div>
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</div>
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<script type="module" src="main.js?v=64"></script>
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<script type="module" src="main.js?v=65"></script>
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</body>
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</html>
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@@ -155,7 +155,7 @@ export function proj(x, y, z) {
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// ---------------------------------------------------------------- sprites ----
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// assets/<name>.png; game falls back to code-drawn figures until sprites load.
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const SPRV = 58; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
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const SPRV = 59; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
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const SPR = {};
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for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','p_run1','p_run2','p_run3','p_run4','p_swing1','p_swing2','p_die1','p_die2',
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'o_idle1','o_idle2','o_bounce','o_bounce2','o_toss','o_smash','o_run1','o_run2','o_swing1','o_swing2',
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