m3ultra
4e2004e740
Settings page, pause menu, menu navigation; fix packed-app portraits
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- select screen portraits load via pck-safe loader (the blank-cards bug
in the shipped build)
- Settings (title menu + persisted user://settings.json): fullscreen,
hitbox viewer default, master volume
- Esc: pause menu in fights (resume/rematch/select/menu), back-to-title
from select/editor/settings
- FOITIN_SHOT env hook smoke-tests exported builds end-to-end
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-29 21:31:16 +10:00
m3ultra
12528b4de0
Title screen, FOITIN editor, pck-safe loaders, export presets
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- Title: PLAY / EDITOR entry
- Editor (in-app): edit fighter name/stats/colour -> user://overrides,
import character folders -> user://characters, add stage backgrounds
-> user://stages, open content folder
- loaders work in editor, exported .pck, and user:// drop-ins
(ResourceLoader remap-stripping + byte-buffer fallbacks)
- stage backgrounds render behind fights when present
- export_presets: mac (universal, ad-hoc sign), win x86_64, linux x86_64
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-29 15:02:37 +10:00
m3ultra
d743216b54
Character select screen + fatality-style finisher system
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- Select scene (new main scene): roster cards from characters/* with
portraits, dual cursors (P1 A/D+J, P2 arrows+O), picks via GameState
- finisher flow: KO puts loser in DIZZY with a 5s flashing FINISH! window;
winner lands QCF+K in range -> finisher move (Brutal Assassination /
Hell Slammer B) with darkened stage, victim plays synced death anim;
window expiry or any stray hit = normal collapse
- new moves rendered for both fighters in all wardrobe states:
dizzy (Stunned), finisher, death (Standing Death Backward)
- CHAR_TUNE per-character move overrides in tune_fighters.py
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 23:27:51 +10:00
m3ultra
347804135d
Gear wardrobe state (Phase B): vesper geared with MODELBEAST boxing gloves + headgear
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- gear GLBs generated on MODELBEAST (flux product shot -> bg_remove ->
trellis_mac), staged in foitin_assets/gear/
- pipeline: --attach bone-parents rigid gear (armature-scale compensated,
'|'-separated spec); render_geared.sh holds calibrated transforms
- vesper: 3-state degradation geared -> base -> torn; specials knock gear
off first, then shred clothes; kachujin stays 2-state (per-character data)
- spec doc: wardrobe section in CHARACTER_SPEC.md
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 22:23:05 +10:00
m3ultra
54a54f2467
Torn-clothing wardrobe mechanic (Phase A)
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- engine: wardrobe states per character (manifest wardrobe.states),
frames@<state> variant frame-sets per move with base fallback,
tears:true moves advance state, hp threshold forces final state
- pipeline: --torn punches jagged alpha holes into clothing textures
(alpha-clip materials) and renders @torn variants; pack maps them
- both fighters: full torn frame-sets for all 12 moves
- special gets designed forward lunge (clip travel was backward)
- verified: demo QCF+P connects, knockdown shows torn frames
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 21:09:06 +10:00
m3ultra
da1cceadc2
Two real fighters: KACHUJIN and VESPER, 11 moves each from Mixamo combat clips
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- per-frame hips-centred rendering + root-motion export (the BKB .geo
approach modernised): traveling clips stay pivot-stable, movement data
goes to root_motion_frames in data.json
- engine: frame-indexed root motion, pushbox widened for real sprites
- clip set: ginga idle, walks, jump, block, punching/boxing/martelo
normals, chapa-giratoria QCF special, hit react, knockdown
- verified in-game: demo jab connects, damage applied, mirroring correct
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 19:50:56 +10:00
m3ultra
8e58b88262
Blender render pipeline + first real character from asset library
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- pipeline/render_moves.py: headless Blender 5.x renderer — imports rigged
FBX/GLB, remaps Mixamo bone namespaces (mixamorigN:), fixes FBX axis/scale,
normalises height, centres ground pivot, renders transparent ortho sprites
- engine: sprite_scale in manifest (scales sprite + all boxes), --p1/--p2
roster picks for testing
- characters/trainer: woman_athleisure_01 (Mixamo, web-ok) rendered through
the full pipeline as integration proof — idle/jab/hit from NPC clips,
silhouette auto-hurtboxes, verified in-game vs alpha
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 19:02:39 +10:00
m3ultra
b067bf7f0b
Scaffold: deterministic 60Hz combat core, drop-in character format, MODELBEAST pipeline
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- Godot 4.7 project; fixed-tick FSM fighter, facing-relative input buffer
with numpad motion parsing, box collision, training-mode hitbox overlay
- characters/ = self-describing drop-in folders (spec in _spec/); two
generated placeholder fighters (alpha, beta)
- pipeline/: pack_character.py + autohitbox.py (pose/silhouette hurtboxes)
- STUDY.md: reverse-engineering study of the BKB reference games
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 18:45:44 +10:00