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init.luau

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Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.

  • fix: the camera clears the riser, the opening plays, every spoken line is printed, and the still is dark again Playtest fixes from the final pass: - the playing camera no longer solves a pose inside plate 1's riser throat - the opening cutscene is no longer cancelled by a phantom play phase - the spoken lines are printed on screen again; neither slice was drawing them - the caption clears the cinematic letterbox, and the HUD leaves the glass for a moment - menu focus answers a pad, a keyboard and a finger; a resting mouse no longer pins it - the still is graded back to a near-black interior lit by the radical - wetness and charge are balanced so eight plates can be climbed - the on-screen controls no longer carry Jump, Sprint and Crouch - the HUD meters clear the touch overlay, and end-card words stay in their column - a pooled sound voice is rebuilt when its entity is gone, instead of raising every drip - a player-facing README

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1RQDHNE3D873E3QJWG8CCV82761ff16baBrowse filesCompare with previousCompare from here
  • presentation: pointerFollow guards a pointer reading that carries no position ui.pointerWidget() can answer with x and y unset — between touch contacts, and on the frame after the pointer is released — and ui.hitTest takes numbers, so the hover-follows-focus pass raised every frame the pointer was at rest. Caught in the engine log; the screens themselves were unaffected.

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1RJB45489NK6RBESMF2E7JC226858daf7Browse filesCompare with previousCompare from here
  • presentation: the title, the how-to card, the HUD, the pause card and both end cards Every screen the game puts between the player and the still, composed rather than defaulted, and the focus model that makes all of them reachable from a gamepad alone. - ui.Kit — the design system: the palette from Still, a two-face type ramp (EB Garamond for the laboratory's voice, JetBrains Mono for the instrument's), panel and backdrop recipes for a dark UI, the drawn column in elevation that the title card and both end cards are built around, key/pad/touch glyphs, and the instrument meter. Every size is a fraction of the SHORTER screen edge read live, so no layout carries a pixel constant. - ui.Focus — an ordered ring of focusable ids walked by the stick or the d-pad, acted on by confirm, left by back, and re-pointed by a mouse crossing a row or a finger tapping it. The held repeat is gated in frames as well as seconds, so one flick is one step even when a frame carries half a second of dt. - ui.Menus — the five cards. The title and the end cards put the column beside the words on a wide frame and above them on a tall one; the how-to card becomes two columns on a wide frame so its six controls and four steps fit a television without being cut. - ui.Hud — the plate ladder down the left edge, the plate number and the growths left opposite it, charge and wetness across the bottom, a wash that pulses in as the run gets wet, and the riser prompt naming the key, the pad button and the touch control at once. - Screens.component — holds the phase, keeps console.inputMap live exactly while a card is open, and emits uiIntent. It never runs the game. Checked with a simulated gamepad twice end to end (title -> how-to -> back -> begin -> end card, focus read back at every step), with a keyboard, with a mouse and with a finger, and laid out and captured at 1080x1440 and at 1600x900.

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1RHYY2H29DESA6Q1MK0SF31aea32e1099Browse filesCompare with previousCompare from here
  • plan: THE EIGHTH KETYL — spec, scene skeleton, shared module, input maps

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1RFBE3WT17XRG4YP1WA69EEd444b11411Browse filesCompare from here