The colour goes on the court, and the dead go off like everyone else
"the colored zombies should also explode like they did before and make the normal splash sound on destruction.. no bleeps please.. can we make the color as a color circle the walk on? the sign they're holding is not nice. also remove the ball slicing in this mode.. this leads to unwanted hits". The silent deaths were my bug: the hook in killZombie did drillKill(zb) and then RETURNED, and everything below that return is the death — decal, pile, 36-particle burst, splat, headshot crack. It resolves after the splice and without returning now. Both halves are load-bearing and each was a bug in turn: splice first or a freshly drawn combination names the corpse; don't return, or the body simply vanishes. The colour is a disc on the court the body walks on, drawn before the sprite. The bib was a flat quad pinned to a walking sprite — UI stuck onto a character, covering the art it sat on. On the ground it takes the court's own perspective, measures 12.4px across at the spawn line against a chest patch's few, and hides none of the sprite. A hard dark rim plus a bright inner line is what keeps it from reading as another gore decal. No slicing in the drill: a cut ball leaves the corpse and strikes whatever it finds next, which in a mode where the wrong body is the failure is the game choosing your target for you, badly. And the mode has no sound of its own now, deliberately. The umpire reading the list was vetoed, the arpeggio that replaced him was vetoed. blip() is deleted. A kill bursts and splats like every other kill in this game; the strip carries the list. 28 tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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