The reel's first-person mode now shows the fight, not just the rooms. The board flourishes' event map is recast into world space (fx3d): fireballs, bolts, and thrown things streak caster to target as glowing billboards; landings swell and fade; blows that land on YOU wash the screen red and jolt the camera; warp-steps and teleports flash violet; a hurled body glides fast and straight with its eyes held steady. Nine paintable conjuration sprites ship at public/fx3d (spec for the artist in research/), shown in the token workshop beside the masonry. Three rough edges sharpened along the way: sprites now project through warp mouths under the same rigid motion the rays use, clipped by the depth buffer to the opening; fire and warp surfaces pull a different texture slice per world cell so a long blaze reads as one; and the replay camera only turns toward an actor its eyes could actually see. Two more gifts: the reel can record its first-person canvas straight to a downloadable WebM (⏺ save video), and the About tab now shows visitors the way into the three workshops. One buried mine defused: rAF hands frame-start times that can precede the tween's own clock, and a zero-length turn divided by it — one NaN facing poisoned every ray black and re-triggered the camera effect forever. The tween clamps and guards its phases now. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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The conjuration sprites — a spec for the artist
The first-person view (/?fpv, and the replay's "your eyes" mode) throws
spell moments through the air as billboard sprites: flat images that
always face the camera, drawn glowing in mid-air, occluded by walls, and
scaled by distance. Nine sprites cover every spell moment in the game.
Each lives at packages/web/public/textures/../fx3d/<name>.png — replace
the file, refresh, done. The current files are placeholder radial glows;
all nine are shown side by side at /?tokens under "The conjurations."
Technical requirements
- Format: PNG with a transparent background. The transparent area is essential — whatever is opaque is what flies.
- Size: square, any resolution; 128×128 or 256×256 recommended. The renderer scales freely and pixelates on magnification (the whole view is deliberately chunky, like the wall textures).
- Drawn additively: sprites are composited in "lighter" (additive) mode over a dark dungeon, so dark pixels vanish and bright pixels glow. Paint light-on-transparent; pure black will be invisible. Midtones read as translucent light.
- No animation frames. Each sprite is a single still. Motion comes from the renderer: projectiles streak across the room, impacts swell from small to large while fading out. Radially symmetric (or nearly so) designs work best since the image does not rotate.
- Fills most of the canvas. Leave only a small transparent margin; the renderer sizes the sprite by its canvas, not its painted extent.
The nine sprites and where they appear
| file | flies as | moment |
|---|---|---|
fireball.png |
projectile | Fireball, Sudden Death, Blaster Wand — a ball of fire streaking caster → target |
bolt.png |
projectile | Lightning Blast, Power Drain — a crackling bolt |
waterbolt.png |
projectile | Waterbolt — a hurled gout of water |
spark.png |
projectile | anything else that travels: thrown objects, bodies knocked back, dragged things — a neutral streak of force |
burst.png |
impact | a fireball landing; victory fireworks — swells and fades |
splash.png |
impact | waterbolt landing, stone turned to water |
hit.png |
impact | damage landing on someone you can see; punches, claws |
shimmer.png |
impact | teleports, warps, illusions, minds touched — the general "magic happened here" glimmer, violet by tradition |
shield.png |
impact | an attack fully stopped; absorbed spells |
Projectiles hold their size in flight (about a third of a wizard's height). Impacts start small and swell to roughly double while fading — so an impact painted as a ring or burst reads especially well.
What the sprites do NOT need to carry: screen-wide flashes when YOU are hit (red), healed (green), or teleported (violet), and the camera shake — those are renderer effects, not images.