Six head icons recut by hand; the new cuts are square, and a 1:1 portrait beside a
long punchline pushed the head against the left edge while the line itself ran off
both. The sub lines now wrap to the same room the title already shrank to fit, and
the plate grows with them — one line each still lands on 30/44, so every card that
fit is pixel-identical.
THE BULK is THE BRUTE: the gore mode's stats screen has called that body THE BRUTE
since it dragged a pole, and one character may not carry two names.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Oliver: the tennis-family sprites are optimised for movement, not gore — the
card should lead with the zombie. Each family already anchors on a horde body
(_famroll.FAMS reads its character from one), so _heads.py now cuts the icon
from THAT sprite instead of the fam_ sheet's tennis stance: the face on the
card and the monster on court are the same person, in the gorier print.
No resize, no requantise on the way: drawCard scales the PNG itself with
smoothing off and only reads the aspect, so the crop ships as a native-size
window onto art that is already flat pixel art. The top-down head detector
survives for the four bodies it works on; seven get hand boxes, because the
horde bodies carry PROPS — the keeper's ball launcher and the physio's
stretcher ride above their heads, the director holds a walkie-talkie level
with his, and the brute's and champion's shoulders are wide enough that a
full-silhouette crop at head depth came out 2.2:1 and starved the card title
of room. SPRV 113 -> 114.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Five of Oliver's six (the sixth is a play-mode discussion):
- THE DOUBLE FAULTS WERE FRAME QUANTIZATION: the bounce registered a full
integration step after true contact — ~0.75 m of travel at serve pace — so
serves aimed half a metre safe were judged long. Classic enforces the
service box, the match only the court, hence 'zombie tennis does not'.
The bounce now rewinds to y=0 before anything reads the position.
Measured in-pane: 30/40 faults on good taps before, 0/40 after (mistimed
and smudged taps also 0/40; aimed hard serves keep their scatter risk).
Also: the strike flick dead zone is 44 px so a smudged tap stays a tap,
and the aim base clamps 0.18 m inside the lines — scatter, not the aim,
is what faults.
- The mop beat holds the walk-on until the boy actually LEAVES the court
(ordered off at beat end, 6 s cap).
- A match game win that restores blood shows the duel's WOUNDS TREATED
popup; full-blood wins stay silent.
- The opponent walk-on card holds 4.0 s (was 2.4).
- Card heads are cut from the 4K sheets at 144 px (assets/_heads.py,
z_<fam>head.png, HEAD_CROP stays as fallback) — the old 65 px crops were
the 'very low res' heads.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>