3.5 KiB
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:
SUPPLYair 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
SUPPLYtext
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.