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2nd/00_Raw/2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix.md
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2026-04-24 23:24:07 +09:00

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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 Rectangle 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/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:

npm run build

The build still reports the existing /sprites/player.png static path warning, but it remains non-blocking and the production bundle was generated successfully.