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>
362 KiB
362 KiB