Lio · Erweiterte Bewegung · 17. September 2026
Mit dem eingebauten ImageGen-Werkzeug erzeugt. Figurenreferenz: Assets/Resources/GameArt/LioRunV2.png, vor Erzeugung visuell geprüft. Alle ausgewählten RGBA-Originale werden unverändert ins Projekt kopiert; Atlasaufteilung, Pivot und Pixelmaßstab sind Laufzeit-Metadaten, keine Rasterbearbeitung. Acht Figurenatlanten mit je acht Posen, zusätzlich eine Leiter. Die tatsächliche Spielprüfung entscheidet über ihre Verwendung.
LioBowGroundV3
- Quelle:
C:/Users/danie/.codex/generated_images/01a0acd1-fd65-7833-bbb0-c93959eb75c8/exec-d537d941-544b-4b34-b2b0-96131bf5b5d3.png - Projekt:
Assets/Resources/GameArt/LioBowGroundV3.png
Vollständiger Prompt
Use case: stylized-concept. Production animation sprite atlas for original game Angel Land Story. Reference image is CHARACTER IDENTITY AND MATERIAL REFERENCE ONLY: exactly the same Lio, face, brown hair, ochre hood and short gold scalloped cape, teal tunic/trousers, leather boots and wrist bracer, small wooden bow. Premium hand-painted animated-film rendering, restrained consistent upper-left light, fine cloth texture, clean contours. EIGHT DISTINCT CONSECUTIVE FRAMES in exact uniform FOUR COLUMNS by TWO ROWS, landscape 2:1, true TRANSPARENT ALPHA, no background, no floor, no shadows, no text, no labels, no grid. All frames same body proportions and pixel scale, whole silhouette within cell and generous transparent separation. Facing RIGHT. Put pelvis at 45 percent cell width, foot ground baseline at 92 percent cell height. Never crop cape, hood, bow or feet. Actual anatomical motion between frames, not tiny copies of one static pose. Top row: FOUR consecutive STANDING horizontal bow-shot phases. 0 lift bow and begin drawing; 1 fully drawn string, right hand at cheek, left arm extended; 2 string RELEASE, right hand moving backward beyond cheek, bow flex recoils, small torso counter-motion; 3 RECOVER and lower draw hand to nock next arrow, cape settles. Feet remain planted in exactly same positions in all four top cells. Bottom row: same four phases shooting EXACTLY STRAIGHT UP at 90 degrees. Head tilted up looking overhead, bow above face, arrow vertical, string hand retracts DOWN after release. No diagonals. Four overhead phases visibly different. Maintain same feet and head size across BOTH rows. Do not add trails or glowing arrows; projectile drawn by engine.
LioBowAirV3
- Quelle:
C:/Users/danie/.codex/generated_images/01a0acd1-fd65-7833-bbb0-c93959eb75c8/exec-721d181f-7e9c-4932-9c71-3f12fbd1927b.png - Projekt:
Assets/Resources/GameArt/LioBowAirV3.png
Vollständiger Prompt
Use case: stylized-concept. Production animation sprite atlas for original game Angel Land Story. Reference image is CHARACTER IDENTITY AND MATERIAL REFERENCE ONLY: exactly the same Lio, face, brown hair, ochre hood and short gold scalloped cape, teal tunic/trousers, leather boots and wrist bracer, small wooden bow. Premium hand-painted animated-film rendering, restrained consistent upper-left light, fine cloth texture, clean contours. EIGHT DISTINCT CONSECUTIVE FRAMES in exact uniform FOUR COLUMNS by TWO ROWS, landscape 2:1, true TRANSPARENT ALPHA, no background, no floor, no shadows, no text, no labels, no grid. All frames same body proportions and pixel scale, whole silhouette within cell and generous transparent separation. Facing RIGHT. Put pelvis at 45 percent cell width, foot ground baseline at 92 percent cell height. Never crop cape, hood, bow or feet. Actual anatomical motion between frames, not tiny copies of one static pose. EIGHT AIRBORNE bow shooting phases, never feet on floor. Body kept at consistent pelvis position, knees gently bent with boot soles at 84 percent cell height. Top row: four consecutive RIGHTWARD bow phases airborne: lift/draw, full draw hand at cheek, release hand recoiling past cheek with cape follow-through, recovery preparing next arrow. Bottom row: same four phases aiming EXACTLY STRAIGHT UP, face looking up and bow above forehead; arrow axis perfectly VERTICAL. Draw-release visibly articulated in both arms and shoulders, while legs stay in a stable airborne tuck. No diagonally aimed arrows. At release no arrow remains on string, engine draws projectile. Keep believable anatomy and reference likeness, identical head size.
LioBowRun
- Quelle:
C:/Users/danie/.codex/generated_images/01a0acd1-fd65-7833-bbb0-c93959eb75c8/exec-965d2847-9ab6-44b5-a178-edfe6d1acb2e.png - Projekt:
Assets/Resources/GameArt/LioBowRun.png
Vollständiger Prompt
Use case: stylized-concept. Production animation sprite atlas for original game Angel Land Story. Reference image is CHARACTER IDENTITY AND MATERIAL REFERENCE ONLY: exactly the same Lio, face, brown hair, ochre hood and short gold scalloped cape, teal tunic/trousers, leather boots and wrist bracer, small wooden bow. Premium hand-painted animated-film rendering, restrained consistent upper-left light, fine cloth texture, clean contours. EIGHT DISTINCT CONSECUTIVE FRAMES in exact uniform FOUR COLUMNS by TWO ROWS, landscape 2:1, true TRANSPARENT ALPHA, no background, no floor, no shadows, no text, no labels, no grid. All frames same body proportions and pixel scale, whole silhouette within cell and generous transparent separation. Facing RIGHT. Put pelvis at 45 percent cell width, foot ground baseline at 92 percent cell height. Never crop cape, hood, bow or feet. Actual anatomical motion between frames, not tiny copies of one static pose. EIGHT successive phases of RUNNING RIGHT WHILE SHOOTING A BOW RIGHT, complete eight-frame stride. Lower body alternates right-leg contact, compression, passing, flight then opposite leg contact, compression, passing, flight. Upper body holds bow pointed exactly right at chest height. Archery cycle synchronized across frames:0 draw begins,1 full draw hand at cheek,2 release with string straight and draw hand recoils backward,3 reset/nock;4 draw begins,5 full draw,6 release,7 reset. Arms and string positions must visibly change. Cape flows behind left with delayed follow-through. Bow, head, shoulders remain stable relative to torso, correct two arms and two legs, natural archer posture while running. Do not depict standing feet in any frame. No projectiles outside cell.
LioWalk
- Quelle:
C:/Users/danie/.codex/generated_images/01a0acd1-fd65-7833-bbb0-c93959eb75c8/exec-ff255332-bf6b-485f-b15e-4337db7209a6.png - Projekt:
Assets/Resources/GameArt/LioWalk.png
Vollständiger Prompt
Use case: stylized-concept. Production animation sprite atlas for original game Angel Land Story. Reference image is CHARACTER IDENTITY AND MATERIAL REFERENCE ONLY: exactly the same Lio, face, brown hair, ochre hood and short gold scalloped cape, teal tunic/trousers, leather boots and wrist bracer, small wooden bow. Premium hand-painted animated-film rendering, restrained consistent upper-left light, fine cloth texture, clean contours. EIGHT DISTINCT CONSECUTIVE FRAMES in exact uniform FOUR COLUMNS by TWO ROWS, landscape 2:1, true TRANSPARENT ALPHA, no background, no floor, no shadows, no text, no labels, no grid. All frames same body proportions and pixel scale, whole silhouette within cell and generous transparent separation. Facing RIGHT. Put pelvis at 45 percent cell width, foot ground baseline at 92 percent cell height. Never crop cape, hood, bow or feet. Actual anatomical motion between frames, not tiny copies of one static pose. EIGHT successive frames of a smooth natural WALK cycle, not running. Slightly upright relaxed torso and gaze ahead. 0 right heel contacts in front, left toes trailing; 1 weight settles over right foot; 2 left foot passing supporting right; 3 left knee swings forward; 4 left heel contacts ahead, right toes trailing; 5 weight over left foot; 6 right foot passing; 7 right knee swings forward returning to0. One support boot grounded in every phase, modest vertical bob and counter-swing of arms. Wooden bow held lowered safely in left hand, right arm swings, cape follows one beat behind. At least two visibly distinct opposite-leg contacts. Same body proportions, head size, ground baseline and 45 percent pelvis anchor in ALL eight frames. Continuous seamless movement cycle read left-to-right then bottom row.
LioLadder
- Quelle:
C:/Users/danie/.codex/generated_images/01a0acd1-fd65-7833-bbb0-c93959eb75c8/exec-0185ec09-fc32-495e-9088-d123f2dad47f.png - Projekt:
Assets/Resources/GameArt/LioLadder.png
Vollständiger Prompt
Use case: stylized-concept. Production animation sprite atlas for original game Angel Land Story. Reference image is CHARACTER IDENTITY AND MATERIAL REFERENCE ONLY: exactly the same Lio, face, brown hair, ochre hood and short gold scalloped cape, teal tunic/trousers, leather boots and wrist bracer, small wooden bow. Premium hand-painted animated-film rendering, restrained consistent upper-left light, fine cloth texture, clean contours. EIGHT DISTINCT CONSECUTIVE FRAMES in exact uniform FOUR COLUMNS by TWO ROWS, landscape 2:1, true TRANSPARENT ALPHA, no background, no floor, no shadows, no text, no labels, no grid. All frames same body proportions and pixel scale, whole silhouette within cell and generous transparent separation. Facing RIGHT. Put pelvis at 45 percent cell width, foot ground baseline at 92 percent cell height. Never crop cape, hood, bow or feet. Actual anatomical motion between frames, not tiny copies of one static pose. Eight phases of a smooth VERTICAL LADDER CLIMB cycle in side-three-quarter view facing right. Bow strapped securely on back, hands free. No ladder drawn: hands and boots grip invisible rungs. Alternate left hand/right knee reach, weight pull-up, supported extension, opposite reach and next pull-up. Top row phases1-4, bottom row5-8 return smoothly to phase1. Torso upright close to ladder, one arm extended up while other supports near chest, bent knee on next rung. Eyes looking up the climbing path; cape hangs downward and gently swings, never horizontal flying cape. Body center stays at same canvas anchor, depict limb movement not literal upward translation across cells. Same 3D anatomy and outfit as reference, correct two arms and two legs.
LioLowMotion
- Quelle:
C:/Users/danie/.codex/generated_images/01a0acd1-fd65-7833-bbb0-c93959eb75c8/exec-d015b93b-711a-40a0-82ce-3b165793f45d.png - Projekt:
Assets/Resources/GameArt/LioLowMotion.png
Vollständiger Prompt
Use case: stylized-concept. Production animation sprite atlas for original game Angel Land Story. Reference image is CHARACTER IDENTITY AND MATERIAL REFERENCE ONLY: exactly the same Lio, face, brown hair, ochre hood and short gold scalloped cape, teal tunic/trousers, leather boots and wrist bracer, small wooden bow. Premium hand-painted animated-film rendering, restrained consistent upper-left light, fine cloth texture, clean contours. EIGHT DISTINCT CONSECUTIVE FRAMES in exact uniform FOUR COLUMNS by TWO ROWS, landscape 2:1, true TRANSPARENT ALPHA, no background, no floor, no shadows, no text, no labels, no grid. All frames same body proportions and pixel scale, whole silhouette within cell and generous transparent separation. Facing RIGHT. Put pelvis at 45 percent cell width, foot ground baseline at 92 percent cell height. Never crop cape, hood, bow or feet. Actual anatomical motion between frames, not tiny copies of one static pose. TOP ROW four sequential DUCK phases: 0 standing into half crouch, 1 deep squat with heels low and bow safely lowered forward, 2 crouched small forward step right leg, 3 crouched small forward step left leg. Maintain consistent head size; body bends naturally, never vertically compress the figure. BOTTOM ROW four sequential SLIDE phases: 4 low transition weight backward and leading boot extends forward, 5 full low slide rightward with right boot extended ahead and trailing leg folded, torso leans backward but head upright, bow secured close to body and cape trails left, 6 same slide with cloth follow-through, 7 recovering into low squat, legs gathered beneath body. Full slide silhouette is wide and low, feet at SAME baseline as top row. All actions friendly athletic and believable, no injury. Strict side view, correct anatomy.
LioFlight
- Quelle:
C:/Users/danie/.codex/generated_images/01a0acd1-fd65-7833-bbb0-c93959eb75c8/exec-90fae0a4-7450-45bd-9e3f-faa80f1ef2ba.png - Projekt:
Assets/Resources/GameArt/LioFlight.png
Vollständiger Prompt
Use case: stylized-concept. Production animation sprite atlas for original game Angel Land Story. Reference image is CHARACTER IDENTITY AND MATERIAL REFERENCE ONLY: exactly the same Lio, face, brown hair, ochre hood and short gold scalloped cape, teal tunic/trousers, leather boots and wrist bracer, small wooden bow. Premium hand-painted animated-film rendering, restrained consistent upper-left light, fine cloth texture, clean contours. EIGHT DISTINCT CONSECUTIVE FRAMES in exact uniform FOUR COLUMNS by TWO ROWS, landscape 2:1, true TRANSPARENT ALPHA, no background, no floor, no shadows, no text, no labels, no grid. All frames same body proportions and pixel scale, whole silhouette within cell and generous transparent separation. Facing RIGHT. Put pelvis at 45 percent cell width, foot ground baseline at 92 percent cell height. Never crop cape, hood, bow or feet. Actual anatomical motion between frames, not tiny copies of one static pose. Eight phases of FLIGHT WITH A MAGICAL SCALLOPED CLOTH CAPE, no bird wings or feather wings. Top row FOUR repeating FORWARD FLIGHT poses facing right: body leans forward about30degrees, boots trailing, both arms support cape spread wide, cape arches high, downstroke, low streamlined cape, recovery high. Face alert and joyful, head unchanged. Bottom row FOUR repeating HOVER poses facing right: upright airborne body, knees relaxed bent with toes below, cape spread left/right in perspective behind shoulders, slow high/lowered/high billowing cycle, arms sustain cloth lift. Center of pelvis stays SAME point at 55 percent cell height in each frame; lowest boot at85percent. Slight breathing and cape movement gives buoyancy. Do not add glow, motion trails, wind, background or text. Actual distinct cloth contours, consistent body size.
LioHurt
- Quelle:
C:/Users/danie/.codex/generated_images/01a0acd1-fd65-7833-bbb0-c93959eb75c8/exec-885feea3-e6fd-45fa-9f47-8e9361d0634f.png - Projekt:
Assets/Resources/GameArt/LioHurt.png
Vollständiger Prompt
Use case: stylized-concept. Production animation sprite atlas for original game Angel Land Story. Reference image is CHARACTER IDENTITY AND MATERIAL REFERENCE ONLY: exactly the same Lio, face, brown hair, ochre hood and short gold scalloped cape, teal tunic/trousers, leather boots and wrist bracer, small wooden bow. Premium hand-painted animated-film rendering, restrained consistent upper-left light, fine cloth texture, clean contours. EIGHT DISTINCT CONSECUTIVE FRAMES in exact uniform FOUR COLUMNS by TWO ROWS, landscape 2:1, true TRANSPARENT ALPHA, no background, no floor, no shadows, no text, no labels, no grid. All frames same body proportions and pixel scale, whole silhouette within cell and generous transparent separation. Facing RIGHT. Put pelvis at 45 percent cell width, foot ground baseline at 92 percent cell height. Never crop cape, hood, bow or feet. Actual anatomical motion between frames, not tiny copies of one static pose. Eight DISTINCT connected non-violent HIT REACTION and RECOVERY poses. Top row0 startled impact shoulders recoil left, knees bend, face surprised;1 stronger torso recoil left and free hand rises protectively, bow held safe;2 one short backward stagger with off-balance boot;3 weight catches on back foot, cape still swings forward. Bottom row4 lowered guarded crouch with determined expression;5 starts straightening legs;6 upright recovering balance, shoulders relax;7 ready stance returning to normal idle. Same ground baseline, character does not translate across cell. Child-friendly bump, no wounds, no fear or agony, no impact flash, no stars, no gore. Recoil comes from pelvis, torso and limbs, never image squashing. Maintain same face and costume. Face generally RIGHT even while recoiling LEFT.
PracticeLadder
- Quelle:
C:/Users/danie/.codex/generated_images/01a0acd1-fd65-7833-bbb0-c93959eb75c8/exec-1ff95110-c4f4-4cfb-a377-9cd6ff1c34b0.png - Projekt:
Assets/Resources/GameArt/PracticeLadder.png
Vollständiger Prompt
Use case: stylized-concept. Original premium hand-painted 2D game environment asset for Angel Land Story, matching warm cream ceramic, ochre hardwood, turquoise cloth and bronze fittings. ONE single tall vertical climbable ladder for a village windcraft workshop, strict front-side elevation with minimal perspective, 1:3 portrait ratio. Two long parallel carved honey-colored wood rails with rounded brass protective ends, twelve evenly spaced dark-topped wooden rungs between rails, rail edges warm lit upper-left and teal-shadowed lower-right. Small rope bindings at four joints, subtle wood grain and restrained worn brass details. Ladder fully visible isolated on TRUE TRANSPARENT ALPHA, ample empty margin. Straight functional climbable silhouette, constant width, continuous regular rungs, no background or wall, no ivy covering rungs, no ground, no letters, no other assets, no characters. Production sprite must remain crisp at 120 pixels screen width and 500 pixels height.