Commit Graph

3 Commits

Author SHA1 Message Date
type-two
8341bed22f Sharpen sprites: TILE 32->48, higher-res textures + unsharp pass
Regenerate textures at 48px (chars/walls), 96px floor, with an UnsharpMask to
counter the LANCZOS softening. Bump TILE to 48 so the whole world scales up and
sprites render bigger/crisper; scale movement + range constants x1.5 to keep the
same tiles-per-second feel, and collision bodies to 34px. Mechanics reverified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:52:08 +10:00
type-two
9a42e0eaf8 Step 7: wire FLUX sprites into the game
Chroma-key magenta -> alpha, autocrop, downscale (assets/process_sprites.py ->
public/sprites/). GameScene loads image textures instead of drawing primitives:
tiled darkened floor, crate walls, digger/poser/nerd/sound-guy/booth/pickup
sprites. Bodies sized under the 32px sprites so corridors still fit. Mechanics
verified unchanged (combat, trainspot, level flow).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:39:40 +10:00
type-two
0a71e07078 Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue
Top-down arcade maze shooter in Phaser 3. Steps 1-6 of plan.md complete and
verified: vibe drain, generators/swarm, pooling, combat, Sound Guy, airhorn,
trainspot exit, level flow, announcer. assets/ holds the FLUX prompt manifest
+ MODELBEAST enqueuer for the Step 7 sprite pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:17:19 +10:00