Feature/hand drawn fight graphic#7
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Adds a single FIGHT image (greptile-game-images/ui/hud/fight-text.png) and auto-slices it in build_assets.py into the 4 corner-assembling quadrants (groups 510/511) used by the round-start callout, so the hand-drawn art flies in and assembles with the existing 520-523 animation. Opt-in: the build skips it when the PNG is absent. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The greptile/bug sprites are PNG32/RGBA (non-indexed), so RGBSpriteBilinearFilter=1 caused the engine to bilinear-smooth them when scaling to screen, making the crisp packed sprites look soft in-game. Set to 0 for nearest-neighbor rendering. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Build the city stage from a 2x-resolution source (Screen-2x.jpg, 2560x1440) instead of the 1080p PNG. build_stage now keeps a high-res source at full resolution and only upscales sources below the overfill minimum, so the background has more detail than the screen shows and renders sharp. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Slice ko.png into the left/right halves the round-end K.O. callout assembles (solid letters -> group 520, additive glow -> 522), with axes that reassemble the image centered on screen, so no fight.def/animation changes are needed. Blank the stale original drop shadow (group 521) since the new art carries its own. Also re-pack the updated fight-text.png. HUD health bars and win banners are unchanged (pixel-identical); no gameplay logic is touched. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Reskin the health bars and power bars with custom pastel artwork: pack the new health PNGs (empty/frame/trail/green/yellow/red/flash) and wire the power bar sprites (40/41/43) into build_hud so they pack from PNGs too. Also raise the health-trail and base power-fill palfx.mul to 256 so the grays render at the artwork's true brightness instead of being dimmed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Recolor the timer/power/round/combo numbers and the Round, Perfect and win-banner text to white fill + purple stroke (Timer/Round/PowerbarNum fonts, fight.sff groups 527/530, and neutralized counter palfx so the glyph colors show). Remap all the lifebar event messages (FIRST ATTACK, DANGER, combos, etc. - fight.sff groups 44, 401-425, 528) to the new accent palette with white (#FEFEFE) secondary text. HUD layout, bars, and all gameplay unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Swap the VS-screen city background (downsampled from a 3x source) and the Start button art; repack komodo_vs.sff. Screen-only change, no gameplay impact. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add a looping bob to the WINNER! text (sin.y) and wire the victory screen to the winner-idle animation (p1.anim = 9400) so the winning character gently breathes instead of standing still. Repack the new winner grid, restart button, and city-floor art. Victory-screen only; no gameplay/fight-loop changes (validation updated to expect the animated winner). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Untrack .claude/ local Claude config (now gitignored), and drop the unused 1.2MB ui/winner/Screen-2x.jpg backdrop and the redundant ui/progress-bar/ source copies (the build uses the ui/hud/ versions). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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