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init.luau

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  • fix(ui): the caption band clears the bottom edge on a short screen Its lift was a share of the shorter screen edge, which on a wide short frame put the band a third of the way up the picture. It is now a share of the height, so it sits just above whatever stands under it — the meters during play, the letterbox during a moment — at every shape.

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1RRYE7ABEFP00BRW6CG4M9Vffc5758d51Browse filesCompare with this version
  • 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
    01M1RQDH8QMED69Q42RY14AWVF2761ff16baBrowse filesCompare with this version
  • 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
    01M1RHYXQFA09723PRZSGCFMEDaea32e1099Browse filesPicked