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Ω Tao Baryon — Weapon Spritesheets: Claude Design Guide

Tao Baryon — Weapon Spritesheets: Claude Design Guide

Overview

Weapons in Tao Baryon are represented by two things:

  1. Projectile sprites — the bullets/beams the player fires
  2. Impact sprites — the brief VFX when projectiles hit targets

Both live in ss_bullets.png. Each weapon also has an impact frame — a small burst that plays on contact.

This guide covers all 8 player weapons plus the complete 9-type bullet vocabulary.


Canvas Setup

File: ss_bullets.png

Canvas: 288 × 192 px
Grid: 9 columns × 3 rows
Cell: 32 × 64 px

Row 0: Player projectiles (cool colors — blue, teal, lime)
Row 1: Enemy projectiles (warm colors — magenta, gold, orange)
Row 2: Impact frames (one impact per weapon type, same column)

Each cell is 32px wide × 64px tall. The projectile sprite sits in the center of the cell, surrounded by transparent space.


Global Rules

  • All projectiles: no outline (unlike ships — bullets don't have a 1px black border)
  • Glow effect: use a 1px lighter-color "halo" pixel around the core to suggest emission
  • Player bullets: cool palette (blue, teal, lime, white)
  • Enemy bullets: warm palette (magenta, gold, orange, near-white)
  • Every projectile must read clearly against the dark playfield #0a0c10
  • Impact frames: small burst, resolves in under 5px radius, bright flash at center

Bullet Type Specifications

Column 0 — PULSE

Physics reference: Magnetically confined plasma. Short, bright, discrete.

Player (Row 0):

Shape: Circle, 4×4 px
Core: 2×2 px #c8f542 (lime) — center 4 pixels
Glow: 1px ring of #42A5F5 (blue) surrounding the core
Total: 4×4 px with transparent corners (it's a circle, not a square)
Position in cell: centered at (16, 32)

Enemy (Row 1):

Shape: Circle, 4×4 px
Core: 2×2 px #ff9eb5 (light magenta)
Glow: 1px ring of #d4548a (telos magenta)
Position: centered at (16, 32)

Impact (Row 2):

Small 4-point starburst: 4 single pixels at N/S/E/W of impact point
Center: 1×1 px white #ffffff
Compass points: 1×1 px each at 1px distance from center
Player impact: lime/blue  |  Enemy impact: magenta

Column 1 — WAVE

Physics reference: Plasma with oscillating magnetic field — it curves as it travels.

Player (Row 0):

Shape: Curved/arc, 3 pixels wide × 8 pixels tall
Draw as a gentle S-curve or sine shape:
  Row by row (y from top):
  y=28: x=15 — 1px #42A5F5
  y=29: x=15, x=16 — 2px
  y=30: x=16 — 1px
  y=31: x=16, x=17 — 2px
  y=32: x=17 — 1px
  y=33: x=16, x=17 — 2px
  y=34: x=16 — 1px
  y=35: x=15, x=16 — 2px
Core color: #42A5F5
Glow hint: adjacent transparent pixels are actually 1px #1565C0 at key curve points

Enemy (Row 1):

Same S-curve shape
Core color: #ff9eb5 (light magenta)
Glow: #d4548a

Impact (Row 2): Arc fragment — a 5px partial circle outline


Column 2 — SPREAD

Physics reference: Fan of plasma pellets from a spread emitter.

Player (Row 0):

Three 2×2 px dots arranged in a fan:
  Center dot:  (16, 30) — #e8eaf0 (white)
  Left dot:    (13, 33) — #8b8fa8 (gray-blue)
  Right dot:   (19, 33) — #8b8fa8 (gray-blue)
The fan opens downward (bullets spreading as they travel upward)

Enemy (Row 1):

Same fan layout
Center: #e8b84b (gold)
Side dots: #c47040 (warm orange)

Impact (Row 2): Three tiny 1×1 px sparks matching the fan spread direction


Column 3 — PREDICTIVE

Physics reference: Targeting-system-guided plasma — aimed at where the player will be.

Player (Row 0):

Shape: Elongated capsule, 3 wide × 10 tall
Body (3×8 px): #e8eaf0 fill with #8b8fa8 1px shadow on left edge
Tip (chevron): At the bottom of the capsule (tip = front of travel direction):
  y=38: x=15, x=16, x=17 — 3px
  y=39: x=16 — 1px (point)
This creates a small arrowhead at the leading tip
Total visual: 3×10 px

Enemy (Row 1):

Same capsule shape
Body: #FFD600 (gold, bright)
Tip chevron: #FF8F00 (darker gold)
The gold color signals "this one knows where you're going"

Impact (Row 2): Diamond 4-point burst, 5×5 px


Column 4 — SPIRAL

Physics reference: Rotating magnetic field creates spiral trajectory.

Player (Row 0):

Shape: Arc segment, 4 wide × 12 tall
Represents one segment of a spiral path.
Draw as a curved band:
  Upper section (y=26-32): curves right (x=14-17)
  Lower section (y=32-38): curves back left (x=16-13)
  Creates a gentle S-arc in 4×12 px space
Color: #2dd4bf (veiled teal) — this is a Veiled-designed weapon
Glow: 1px #1a8a7a on outer curve edge

Enemy (Row 1):

Same arc shape
Color: #d4548a bright (full magenta, very vivid)
Glow: #a03060
Telos spiral patterns are their most beautiful bullets

Impact (Row 2): Circular swirl — 1px ring, 5px diameter


Column 5 — MANDALA

Physics reference: Sacred geometry formation — Telos liturgical mathematics.

Player (Row 0):

Shape: Diamond, 6×6 px
Core: 2×2 px #c8f542 (lime)
Inner ring: 1px #42A5F5 around core
Outer points: 4 single pixels at N/S/E/W at 3px from center
Cross detail inside diamond: 1px vertical + 1px horizontal #e8eaf0

Pixel map (6×6, . = transparent, L = lime, B = blue, W = white):
  . . W . . .
  . B B B . .
  W B L L B W
  . B L L B .
  . . B B . .
  . . W . . .

Enemy (Row 1):

Same diamond with inner cross
Core: #e8b84b (gold)
Ring: #c47040 (warm orange)
Cross: #ffffff (white, bright)
Enemy mandala patterns are their most recognizable "Telos" visual

Impact (Row 2): Diamond outline burst expanding 1px outward


Column 6 — CASCADING

Physics reference: Boltzmann random statistics — bullets that spawn sub-projectiles.

Player (Row 0):

One large dot + two smaller dots:
  Main dot: 3×3 px #42A5F5, centered at (16, 28)
  Sub-dot 1: 2×2 px #42A5F5 at (13, 34)
  Sub-dot 2: 2×2 px #2dd4bf at (19, 34)
The three together suggest "one becomes many" — the cascade

Enemy (Row 1):

Main dot: 3×3 px #c47040 (warm orange)
Sub-dot 1: 2×2 px #e8b84b (gold) at (13, 34)
Sub-dot 2: 2×2 px #d4548a (magenta) at (19, 34)
Mixed warm colors — chaos made visible

Impact (Row 2): Three separate 1px sparks spreading in different directions


Column 7 — LENSED

Physics reference: Bullet path bends around gravitational lensing zones.

Player (Row 0):

Shape: Elongated oval, 2 wide × 12 tall, with a subtle curve
Draw as 2px wide column, but at y=30 shift 1px right, at y=34 shift back:
  y=26-29: x=15-16
  y=30-32: x=16-17  ← slight bend
  y=33-37: x=15-16
Color: #90CAF9 (light blue/shield blue)
Glow: 1px #42A5F5 on outer curved edge
The slight bend in the projectile visualizes gravitational lensing

Enemy (Row 1):

Same bent shape
Color: #FFD600 (bright gold)
Glow: #FF8F00
Enemy lensed bullets bend toward the player — dangerous to read

Impact (Row 2): Curved line fragment, 6px arc


Column 8 — THREADING

Physics reference: Simulated cosmic string — 1D topological defect, infinite piercing.

Player (Row 0):

Shape: Perfectly straight vertical line, 1 pixel wide × 24 pixels tall
Color: #e8eaf0 (near white, slightly warm)
Glow: None — threading bullets have NO glow. They are pure and thin.
Center: x=16, y=20–44
This is the thinnest projectile in the game — almost invisible but devastating.
The lack of glow makes it distinctive among all other projectiles.

Enemy (Row 1):

Same 1px × 24px straight line
Color: #ffffff (pure white — enemy threading is slightly brighter)
No glow
The enemy version is the most frightening: invisible until it's already through you.

Impact (Row 2):

A brief straight line at impact point:
  Horizontal line: 1×6 px #ffffff (the string "snapping")
  This is the ONLY moment the threading projectile shows any width

Weapon Icon Sprites (for HUD / Shop display)

File: ss_weapon_icons.png

Canvas: 256 × 32 px
Grid: 8 columns × 1 row
Cell: 32 × 32 px
One icon per weapon (W1–W8)

Each icon is a 16×16 px pixel art symbol centered in its 32×32 cell.

Col Weapon Icon design
0 Pulse Cannon Simple circle, 4×4 px, lime core
1 Inertial Lance Horizontal 3-line stack (kinetic slug cross-section)
2 Coherence Beam Vertical 1px line with converging lines on each side (laser beam)
3 Hawking Bolt Circle shrinking toward a point (evaporation) — 3 concentric circles
4 Penrose Lance Beam that widens toward far end (distance scaling)
5 Anomaly Field Hexagon with distorted inner geometry
6 Cosmic String Single 1px vertical line, full cell height
7 Boltzmann Cascade 5 dots of different sizes scattered randomly

Color: All icons use #e8eaf0 on #1c2030 background. Active weapon icon uses #c8f542 (lime).


Special Ability Icons (for HUD SPECIAL button indicator)

File: ss_special_icons.png

Canvas: 256 × 32 px
Grid: 8 columns × 1 row  
Cell: 32 × 32 px
16×16 px icon centered in each cell
Col Special Icon
0 Singularity Pull Black dot center with gravity-arc lines around it
1 Phase Shift Outline of ship with dashed/dotted edges
2 Time Dilation Field Circle with horizontal slow-motion lines inside
3 Cherenkov Burst Chevron/speed lines (like a sonic boom shape)
4 Vacuum Pulse Expanding concentric rings from center
5 Penrose Charge Beam with energy charging lines converging
6 Coherence Field Hexagon outline (shield geometry)
7 Vacuum Bloom Small explosion/bloom shape (risky power symbol)

Color rules: Same as weapon icons. #e8eaf0 inactive, #c8f542 when charged/available.


Heat Bar Visual Elements

The heat system is critical UI. These small visual elements are part of the weapon identity.

Heat indicator stages (for ss_ui_icons.png Row 1):

Cold (0-50%):   Small #42A5F5 flame icon, 6×8 px
Warm (50-75%):  Medium #FFA726 flame, 7×9 px  
Hot (75-90%):   Large #FF7043 flame with flicker spike, 7×10 px
Critical (90%): Full red #F44336 flame with crown/spikes, 8×11 px
Locked:         Padlock shape, 8×10 px, #F44336

Assembly Checklist

  • [ ] Canvas 288×192 px for ss_bullets.png
  • [ ] 9 columns × 3 rows
  • [ ] Each cell 32×64 px
  • [ ] Player row (0): cool colors — blue, teal, lime, white-gray
  • [ ] Enemy row (1): warm colors — magenta, gold, orange, white
  • [ ] Impact row (2): small burst, max 6×6 px, centered in cell
  • [ ] Threading bullet: 1×24 px, no glow — thinnest projectile
  • [ ] Mandala: diamond with inner cross — most complex bullet
  • [ ] All bullets: no black outline (unlike ships)
  • [ ] Export PNG-32 with alpha

Visual Hierarchy Reference

From smallest to largest player projectile:

Threading:  1 × 24 px  (thinnest, longest)
Pulse:      4 × 4 px   (smallest dot)
Wave:       3 × 8 px
Spread:     clusters (3× 2×2 px)
Lensed:     2 × 12 px
Spiral:     4 × 12 px
Predictive: 3 × 10 px
Cascading:  cluster (3+2+2 px)
Mandala:    6 × 6 px   (widest)

Memory aid: Cool = player, Warm = enemy. Always.