# Skybound Stylized Casual Magitech Ingame Asset Fix

**Date**: 2026-04-24  
**Project**: Skybound Protocol  
**Author**: Codex  
**Status**: Raw follow-up fix from gameplay screenshot review  

## 1. Screenshot Issues

The reviewed screenshots exposed three in-game visual problems.

Observed issues:

- `SUPPLY` air drop was rendered as a simple cyan ring and text label instead of a proper magitech supply crate.
- Enemy sprites showed a faint rectangular transparency box around the aircraft body.
- Large falling translucent circular hazards were rendered as plain gray circles and did not match the Stylized Casual Magitech tone.

## 2. Cause

### Supply Drop

The supply drop was not using an image asset.

It was drawn directly in `GameRenderer.renderAirDrops()` as:

- animated circle stroke
- translucent cyan fill
- white `SUPPLY` text

### Enemy Rect[[ANGLE|ANGLE]] Artifact

The procedural generator used glow layers and Lanczos downsampling.

This left very low alpha pixels across the image canvas. In gameplay, those tiny alpha values became visible as a faint rectangular box around enemies.

### Falling Circular Hazard

The falling translucent circle was an `EMP_CLOUD` hazard.

It was drawn directly in `GameRenderer.renderHazards()` as a generic gray filled circle.

## 3. Fixes Applied

### Supply Drop Asset

A new stylized magitech crate sprite was generated:

- `/Volumes/Data/project/Antigravity/Skybound/public/sprites/supply_crate.png`

The renderer now draws this crate for air drops while preserving a small dashed cyan capture ring.

### Alpha Cleanup

The procedural asset generator now clamps very low alpha values to `0` during PNG export.

This removes transparent rectangle artifacts while keeping intended outlines, glow, and silhouettes.

Verified enemy sprite alpha:

- normal enemy corner alpha: `0`
- elite enemy corner alpha: `0`
- boss corner alpha: `0`
- no alpha values below the cleanup threshold remain

### Hazard Assets

New hazard sprites were generated:

- `/Volumes/Data/project/Antigravity/Skybound/public/sprites/vfx/vfx_hazard_emp.png`
- `/Volumes/Data/project/Antigravity/Skybound/public/sprites/vfx/vfx_hazard_asteroid.png`
- `/Volumes/Data/project/Antigravity/Skybound/public/sprites/vfx/vfx_hazard_debris.png`

`EMP_CLOUD` now renders as an arcane rune-field instead of a plain gray circle.

`ASTEROID` and `DEBRIS` can render as stylized magitech rock fragments instead of fallback circles.

## 4. Changed Runtime Paths

Important changed or generated paths:

- `/Volumes/Data/project/Antigravity/Skybound/[[Scripts|Scripts]]/generate_magitech_assets.py`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/hooks/useGameAssets.ts`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/GameRenderer.ts`
- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/utils/SpriteUtils.ts`
- `/Volumes/Data/project/Antigravity/Skybound/public/sprites/supply_crate.png`
- `/Volumes/Data/project/Antigravity/Skybound/public/sprites/vfx/vfx_hazard_emp.png`
- `/Volumes/Data/project/Antigravity/Skybound/public/sprites/vfx/vfx_hazard_asteroid.png`
- `/Volumes/Data/project/Antigravity/Skybound/public/sprites/vfx/vfx_hazard_debris.png`

## 5. Verification

Asset generation completed successfully.

Alpha inspection confirmed transparent corners and no low-alpha rectangle residue for the checked enemy/boss/supply/hazard sprites.

Production build completed successfully with:

```bash
npm run build
```

The build still [[Reports|Reports]] the existing `/sprites/player.png` static path warning, but it remains non-[[Blocking|Blocking]] and the production bundle was generated successfully.
