Art glow-up: all 23 hardware sprites regenerated on CF flux-1-schnell
1024px, heavily detailed component prompts (greebles, braided cables, status LEDs, dust and scratches, neon rim light on dark charcoal) with a shared style tail for consistency, cut with MB bg_remove_local and autocropped. Manifest in tools/sprites.tsv, pipeline in tools/cf_cut.py. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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CLAUDE.md
@ -15,6 +15,19 @@ Date.now/Math.random inside sim).
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JS-driven playtesting. Keep it working — automation depends on it.
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- All balance tunables live in `src/sim/balance.ts`. Tune there, nowhere else.
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## Art pipeline (CF flux + MODELBEAST)
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- **Hardware sprites (current set): Cloudflare flux-1-schnell** — free ~10k/day
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credits. `FLUX_ENV=~/Documents/fluxgod/.env FLUX_W=1024 FLUX_H=1024 node
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~/Documents/90sDJsim/tools/flux.mjs tools/sprites.tsv <outdir>` (prompts live
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in tools/sprites.tsv — keep the shared style tail for consistency), then
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`python3 tools/cf_cut.py <outdir>` (MB bg-removal + autocrop into
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public/assets/gen). CF occasionally drops a job — re-run flux.mjs (it skips
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existing) and re-cut the stragglers.
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- **Deploy gotcha (learned the hard way): ALL runtime asset URLs must be
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RELATIVE** (`assets/...`, never `/assets/...`) — the game serves from
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/games/gigaslop/ on monsterrobot.games. Verify live with a SCREENSHOT of the
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canvas, not just asset 200s.
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## Art pipeline (MODELBEAST)
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- `python3 tools/mb_gen.py [--only room|objects|slop]` regenerates art on the
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farm (queue http://100.89.131.57:8777, token from ~/Documents/backnforth/.env).
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