- Billiards: add native Russian Pyramid & American Eight-Ball pool with physics prediction, controls, and regression tests - Scratch Tickets: add dedicated counter, mat presentation, elliptical coin scraping, 4 ticket types, and payout effects - First-Person Dice: add native dice scene, hand anchor frames, throwing animation, and table perspective - City Wake & Weather: add arrival cutscene, alley geometry, weather/rain effects, and lighter/rocker animation - World Dressing: add hall paintings, furniture packs, hall lighting, and scene regression tests - Build & Tooling: update build.bat for modern MSVC toolchain, update launcher hash, and refresh shipping binaries
4 lines
1.2 KiB
JSON
4 lines
1.2 KiB
JSON
{
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"mode": "built-in",
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"walk": "Use case: identity-preserve. Use reference ONLY for approved character identity and pixel-art style. Production game sprite sheet: exactly EIGHT full-body frames in a FOUR column TWO row atlas, generous transparent gutters, no extra row. SAME homeless Johnny Silverhand-like rocker, dark shoulder-length hair, scruffy beard, sunglasses, chrome LEFT arm, worn black leather LONG COAT, dark jeans, brown boots. Camera sees him FROM THE BACK in EVERY frame. Large red Cyberpunk 2077 SAMURAI horned skull/flame emblem centered on coat back, small SAMURAI name above. Eight successive frames of WALK-IN-PLACE animation: hips, knees, arms and coat hem move gradually; heel lifts, passing legs, alternate foot contacts. He DOES NOT move away from camera and DOES NOT SHRINK. Exactly SAME camera distance and SAME body scale in all eight cells, full standing head-to-foot height constant, boots on common ground baseline, same lighting. All frames occupy about 85% slot height. Crisp gritty detailed pixel art identical to reference, not photo. No scenery, no labels, no borders, no shadows outside silhouette, true transparent background. Keep full boots visible."
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}
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