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.
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fix: the title card is the first thing a player sees again, the room stops holding dust that is not there, and the Kid's verdict stays on the end card The boot never reached the title. is answered both by the presentation slice, which lands the title card, and by the camera director, which started the opening flythrough, and whichever the bus reached last decided what the player looked at — so a fresh session went straight into the flythrough and on to the launcher, and BACK TO THE BOX from the end card did the same. The director no longer starts the flythrough from that event: every path that wants it asks for it by name. The bus dispatches in subscription order rather than in whatever order a table iterates, and the title handoff is spent when the player leaves the title, so it cannot come due again mid-session. An effect that has finished sometimes leaves its last frame of particles standing. Three clouds of dust and splinters were hanging over a settled city with nothing having been hit for five minutes, one of them in shot on the title card. The set slice now gives the idle pool back at the beats where nothing is playing and no frame is being flown. The Kid's verdict left the end card after the clip finished rather than after the twelve seconds the card is written to hold it for; a line running out no longer clears the words. Six modules shipped the scaffolded README placeholder into a public world; they now say what they are. World validation: 8 warnings down to 2.
01M1TZGR3J0CJV9JME8TTGZQ431bd17c5cd1Browse filesCompare with this versionscreens: the caption comes to the card, the HUD stops relaying out, and the room shows through CAPTIONS. Screens subscribes with Caption.on and claims the caption for as long as any card is up, so the Kid's line is printed inside the card and the sound slice's own band stands down; the claim is released the moment the last card comes down. The fourteen-event payload harvest and Screens:say - which nothing ever wrote to - are gone. FRAME COST. The HUD key is coarse (speed to 1 m/s, heading to 1/8 rad, the pop term at 6 Hz) and now carries the wind, fuel, altitude, called shot and landmark bits the new instruments read; a nextHudAt timer holds HUD pushes to 20 Hz while show/hide and the card branch stay per-frame. Measured over one flight: the old key changed 158 times where this pushes 76. Theme.pulse breathes on opacity with a finite count instead of an infinite transform: scale, which was relaying the whole tree out every frame. Every tree build is inside a pcall that logs once per fault and keeps the last good tree. THE CARDS. Title and end card are printed on a see-through backdrop over the real launcher, the untouched city and the camera's swing across the wreckage, and drop the drawn skyline emblem; cardBackdrop's see argument is now the share of the room that shows through. The end card renders a snapshot taken from the sessionEnd payload, so BACK TO THE BOX no longer blanks it to zeroes. The column no longer eats the backdrop's slack, so the how-to and end cards stop reading as a third of empty ground. An unearned star sits in a lit socket. The pause card wears a wind-up key rather than a crosshair. The how-to gains a row for winding and one for calling a landmark, and a legend saying which chip colour is which device. UNDERNEATH. Theme.chip and Theme.stat collapse four near-identical builders; restartSession collapses the two identical act branches; Focus keeps the open menu in modules.state() so an edit no longer leaves a card nothing can walk; Theme.punch, Focus.isFocused and Focus.generation are gone. Screens, cards, theme and Focus are --!strict with typed card views, and the three HUD views are hud.module's own exported types. onModuleReload re-registers everything. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MdCaDTnP2jpG8zgk5N2N
01M1TW79TWJSZKCWC5Q5S72N2Yba8f9f2ac4Browse filesCompare with this versionpresentation: every authored screen of BLOCKBUSTER 767, and the console scheme that drives them Title, how-to-play, wind-up HUD, flight HUD, pause card, wreck tally and end card, each composed for a tall 1080x1440 frame and laid out from the live ui.screenSize() so it stays whole on a wide one. - game/ui/theme palette, four typefaces, and metrics capped against BOTH the shorter side and the height, so a card that fits 3:4 also fits 16:9 - game/ui/art the toy 767, the wind-up key, the block skyline, the rating stars, the airframe pictograms and the HUD marks, as SVG - game/ui/cards the five cards, as pure builders - game/ui/hud the wind-up, flight and resting readouts, all inside a top band that clears the touch stick and button zones - game/ui/Screens the driver: which card is up, which row is lit, the console map's lifetime, captions, and the three state moves that belong to presentation plus a watchdog on the opening - game/input/console.inputMap navigate / navUp / navDown / confirm / back / restart / pause, on keyboard and pad; cards are tapped Verified in play at 1080x1440: title -> how-to -> title -> play, pause card navigation and the end card's return to title, each driven with the keyboard alone, with a pad alone (inputSim pad + padStick + padPress) and with touch alone (inputSim touch on the rows). The HUD's lowest pixel sits at y=510 against a touch stick zone starting at 576 and a button band at 648.
01M1SFHE3SMGYEJK9PDGW25MJ6f70f366623Browse filesCompare with this versionplan: BLOCKBUSTER 767 — spec, scene, rules/game modules, slice skeletons
01M1SD2T24NP7NNWRS6Y34PTXZ7b745c69c7Browse filesPicked