Oliver had the diagnosis exactly right: the raised racket is part of the sprite,
so the toss and smash frames were 29% racket by height — and the game scales a
sprite off its TOTAL height, which shrank the body to fit. Measured 71% body
against the standing frame's 98%. Both are scaled so the BODY lands at standing
size and the racket now extends above the frame instead of squeezing him into it.
The bounce frames are redrawn too: racket in the left hand, right hand empty and
reaching down to the side the game actually drops the ball on, and no ball drawn
into the sprite at all.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
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>
Audited every sprite by detecting the art-pixel BLOCK SIZE each one was actually
drawn at. The set splits cleanly in two: 29 sprites are 112 art-pixels tall on a
2-pixel block — literal 2x upscales, carrying half the detail — against 200-224
for everything drawn since. z_f3 and z_bw are in the first group, z_chairt and
z_mach2 in the second, exactly as Oliver called it.
Regenerated at full detail so far: the player's idle pair, toss and smash (he is
on screen the whole game, and his own run and death frames were already fine, so
he was mismatched against himself), plus the two wounded shamblers and the
runner's three frames — where the wound skins were the worse case, since their
newly drawn second frames were full-detail and their A frames were not.
New pipeline step for it, assets/_fine.py: detect the generator's art-pixel grid
and snap to it, common-scale in ART pixels off a chosen anchor frame (so a smash
with the arm overhead stays legitimately taller), quantise back to the sheet's
own palette, and de-fringe the key colour twice — the generator does not always
return a pure magenta and the halo survives as a rim on a green court.
Still half-resolution, in order of how much they are seen: the brute's seven
wound stages, the seven opponent frames, the racket zombie's two wound skins,
and x_ump / x_boyrun1 / x_boycarry2 / x_boycarry3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The umpire is situational again. Each line is tied to the thing that justifies
it — a new variant appearing, the court filling, one crossing your baseline, a
game lost, a horde, a changeover — behind one shared cooldown, so several
triggers at once still yield one remark. The random timer pool is gone, the
interval went 26s to 55s, and ump_out_of_order, ump_let and ump_no_appeal are
deleted.
"Visually the ball is not yet at the player but somehow the player already is
hit" was real and measurable. The hostile-ball hit test reused the parry's
hypot(dx, dz*0.8), and weighting depth shrinks it: contact fired while the ball
was still 0.68 m up-court and drawn up around his head. It has its own
unweighted test now, and contact lands at 0.25 m with the ball on his chest.
The parry keeps its weighting — a racket sweep really is wider than it is deep.
On "everything is a tad too small": measured first, because higher-resolution
sprites are only half the answer. At RES 3 the player rasterises into 170
device pixels from a 112px source — upscaled 1.5x — while a far shambler is
downscaled to 78. So near bodies needed resolution and far bodies needed the
camera.
Camera: pushed back and lengthened (camZ 42->48, camF 580->760) to flatten the
perspective so distant bodies grow relative to near ones rather than everything
zooming, camY raised for a steeper look-down, horizon re-centred. Far shambler
26->30px, boss 39->45px, player unchanged, court in the same band.
Sprites: the original sheets were still in the repo at full resolution, so
nothing needed regenerating — IDLE_TARGET_H went to 224 and every sheet was
re-sliced. The sheet-to-output mapping was never recorded, so it was recovered
by matching sliced frames to existing assets by image signature: 58 came back
from sheets, the 29 without a confident match were 2x-upscaled to stay on the
shared scale, since a sprite off that scale renders at half height.
Tennis untouched: 50 hits / 0 whiffs. 45-game soak clean, all four chapters.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- white ring shows where the incoming ball will land; yellow/red ring shows
where your shot will land (red = going out) — Mario-Tennis-style feedback
- ball boys wait at the net posts, fetch every dead ball, and trot home
- canvas renders at 2x density, all sprites re-sliced at 112px; run/swing
sheets regenerated in the finer style
- assist: 0.35m deadzone + facing hysteresis kills the left/right flicker;
player reach 1.5 -> 1.7
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- new 5-pose sheets per character: idle weight-shift x2, ball-bounce crouch,
serve trophy pose (toss), overhead smash
- serve shows toss stance through the ball toss, smash frame on contact
- auto-assist: full player speed, adds depth tracking after the bounce,
and drives the run animation + facing like manual movement
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>