Turn the player around, point the runner at you, match the wounds
The playtest list, art side. The generator had been copying the very frames I wanted changed, so: - The player is drawn FROM BEHIND again in every pose — standing, bouncing, serving, swinging. He had turned to face the camera in the redraw, which is also why he "looked at you" in different poses. - The serve frames are back at full size. That batch had been anchored on the toss frame, so the whole serve set came out about a fifth too small. - The runner CHARGES AT YOU down the court instead of sprinting sideways across it, which is what he actually does in the game. - The brute's wound stages are drawn a pair at a time from their own A frame, so the injury stops moving between the two feet. - The bounce frames had a ball painted into them while the game draws a live one on top — he was bouncing two. The painted one is gone, and the live one now falls on the side the sprite actually reaches for. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -120,7 +120,7 @@ def run(name, spec, dry=False):
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# that already has blood on it starts high, so a genuinely finer wounded body gains less). A
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# REPOSE — turning the player around, pointing the runner at the camera, matching a wound between
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# two frames — is already fine art and only has to come back no worse.
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bar = 1.25 if spec.get('check', 'finer') == 'finer' else 0.85
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bar = {'finer': 1.25, 'same': 0.85, 'loose': 0.7}[spec.get('check', 'finer')]
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if sum(after) / len(after) < sum(before) / len(before) * bar:
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print(f'[{name}] REJECTED: not finer than what it replaces {before} -> {after}'); return False
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for o, s in zip(outs, sprites):
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