Commit Graph
2 Commits
Author SHA1 Message Date
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
wuwiandClaude Opus 5 1168e9ee5b Keep the wounded walking, and make the steward worth his size
A wound skin was a single still, so anything hurt froze on one frame and slid
across the court. Every skin has its …b twin now — the stride swapped, stepped
off the same clock as the healthy walk — for both shamblers, both racket-zombie
stages, and the steward, who had no wounded state at all.

The steward also died like a shambler at 3 hp, which made a bigger body read as
decoration. Five now, with a wound skin to show the second half of that. hpMax
is recorded on every body that has hp, so "hurt = show the wound" is one rule
instead of a per-variant constant to remember.

First pass at the wound frames was rejected on sight and deserved it: the
generator drew small figures with fine pixels on a GRADIENT background, and a
nearest-neighbour downscale to sprite height shredded the outlines. Regenerated
two at a time, drawn large, chunky pixels, flat background, hard black outline —
then fitted per channel onto each frame's own healthy twin.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 19:57:45 +02:00