Commit Graph
3 Commits
Author SHA1 Message Date
wuwiandClaude Opus 5 01498eddad Turn the bodies around, calm the racket zombie, break up the pack
Three from the playtest, all code:

Every side-on sprite is DRAWN facing left, and nothing ever mirrored them, so a
zombie walking right moonwalked — obvious the moment they close on you across
your own half. They face where they last walked now. The front-facing ones (the
turned CPU, the machine, a chapter boss) have no left or right and are left alone.

The racket zombie holds a position and only moves when the ball makes him, so a
time-driven walk cycle flicked him between two frames on the spot. His stride
steps off ground covered, like the brute's — standing still is standing still.

And the pack no longer stands on the body twitching for as long as the summary is
up: once it appears they break up and shamble away up-court. Measured — feeding
at 3s, dispersed to 3m by 6.5s.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 22:24:11 +02:00
wuwiandClaude Opus 5 ff6515670f Redraw the player and the opponent
Both full sets through the same pipeline: stances and ball-bounce, serve toss,
smash and both swing frames, the four-frame run, and the five-frame death. The
opponent's ten frames with them. Inner-edge density roughly doubles across the
board — the serve frames go 0.22-0.32 to 0.41-0.54.

_regen.py retries a rejected batch itself now (default three attempts). A
rejection is usually just a bad roll — two figures drawn close enough that the
slicer sees one frame, or a limb off the canvas — and re-rolling fixes it without
me sitting in the loop.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 21:47:29 +02:00
wuwiandClaude Opus 5 0c499b60b5 Automate the redraw, and run the first eight batches through it
assets/_regen.py plus a batch file: build a reference sheet from the sprites in
the repo, ask for a HIGH-resolution redraw, slice with _fine.py, colour-match
each frame onto the one it replaces, install. The point of the whole thing is the
style block — the old prompts specified coarse art and got it.

It refuses to install a bad sheet. Wrong frame count, any figure touching a
canvas edge (that is what clipped z_f1 in the first place), or a redraw that is
not measurably finer than what it replaces, and the batch is left alone with a
reason printed. Re-running a batch is the fix; three of the first eleven needed
it. The bar is 1.25x inner-edge density rather than 1.5x, because a sheet that
already has blood on it starts high and a genuinely finer wounded body still
scores a smaller gain.

Done so far: both shamblers and their wound skins, the brute's walk and its two
sets of wound stages, the steward and his wound skins, the turned CPU.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 21:43:58 +02:00