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2 Commits
Author SHA1 Message Date
wuwiandClaude Opus 5 4bec0cb09c --variant now emits the whole ladder: nine batches, thirty-one frames
A variant used to stop at the healthy eleven, which is enough for a gore-mode
shambler and not enough for a MATCH opponent — that mode scores you on the
BODY, so an opponent with no wounded art would go from untouched to dead with
nothing in between.

  <key>_play / _serve / _fall       restyled off the master        11 frames
  <key>_w1  / _serve_w1 / _fall_w1  arm off, drawn from healthy    10 frames
  <key>_w2  / _serve_w2 / _fall_w2  headless, drawn from arm off   10 frames

Each stage is a restyle of THE STAGE ABOVE IT, in that order, because that
chaining is what finally made damage accumulate this morning: the missing arm
rides in the picture instead of having to win an argument with it. The helper
prints the batches in dependency order for exactly that reason.

Every gate the racket zombie's ladder needed is declared automatically — the
stride pair on both the healthy shuffle and each wound row, `changed` at 0.10
for an arm and 0.15 for a head (the generator will happily redraw the reference
and skip the amputation), and the pose-tolerant kit bounds with the shorts hue
kept tight, since hue is the measure that survives a pose change.

The wound rows carry three frames, not four: the shuffle doubles as the stance,
which is how drawZombie already reads them.

And the one-armed serve is generated, not hand-waved — the missing arm IS the
tossing arm, so the stump goes up and the racket hand flicks the ball off the
face, the way one-armed players actually serve.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 12:56:53 +02:00
wuwiandClaude Opus 5 7056945e62 THE MASTER SHEETS: a new zombie is now three calls and no pose design
Oliver asked what the reference sheet is called. It did not have a name — it
was assembled per batch into /tmp and thrown away, so the pose set that took a
day to get right existed only as 33 loose PNGs.

  assets/_sheet_master_play.png    stance, shuffle A, shuffle B, forehand
  assets/_sheet_master_serve.png   bounce, toss, strike
  assets/_sheet_master_fall.png    buckle, knees, down, rise

Magenta-backed, spaced, feet on one ground line — loadable straight into a
generator as-is. `python3 assets/_master.py` rebuilds them from the installed
frames, so the master can never drift from what the game actually draws.

THREE SHEETS AND NOT ONE, for a measured reason: the generator answers at a
fixed width around 1400-1800 px. Four figures across gives each 350-440 px,
which carries the 90-110 px of figure height the style block asks for. All
eleven on one strip would be ~130 px each and the detail gate would reject
every roll. Four, four and three is what fits.

And the thing the master is FOR:

  python3 assets/_master.py --variant br "an ENORMOUS FAT ZOMBIE BRUTE: …"
  python3 assets/_regen.py br_play br_serve br_fall --tries=4

which writes three restyle batches, seeds their placeholders and declares the
stride pair so the gate covers the new body from its first roll. A variant is
three generator calls and NO POSE DESIGN AT ALL — the reference specifies
eleven poses that already work and the prompt only says who to draw. Measured
on the brute test: the restyled stride pair came back at upper 0.148 / legs
0.618 against the master's own 0.157 / 0.565, very slightly better than what it
copied.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 12:52:24 +02:00