Commit Graph

3 Commits

Author SHA1 Message Date
m3ultra
12528b4de0 Title screen, FOITIN editor, pck-safe loaders, export presets
- 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
- 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
b067bf7f0b Scaffold: deterministic 60Hz combat core, drop-in character format, MODELBEAST pipeline
- 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