Räume und Animation · ImageGen-Prompts
Erstellt mit dem eingebauten ImageGen-Werkzeug. Laufzeitassets werden in Assets/Resources/GameArt gespeichert. Referenz für Lio ist der bereits erzeugte eigene LioAtlas.png.
structuralAtlas
Quelle: C:\Users\danie\.codex\generated_images\01a0acd1-fd65-7833-bbb0-c93959eb75c8\exec-c75eb571-af63-4b0a-b972-ca4f8ca2abfc.png
Use case: stylized-concept. Production cutout sheet for original premium 2D game Angel Land Story. FOUR different environmental structural assets in a strict TWO COLUMN TWO ROW grid, portrait image 1536x2048, TRUE TRANSPARENT ALPHA, no background, all assets entirely within own cell with wide transparent gutters. Flat orthographic FRONT view, painterly exquisite textures, warm limestone / walnut wood / bronze / muted teal, warm upper-left sunlight with cool shadow. TOP LEFT: a tall slender aqueduct support pier, weathered limestone blocks, broad flat capital at top supporting a floor, substantial tapered base, a little ivy halfway down one side; no floor attached. TOP RIGHT: a tall wooden mill framework with two vertical posts and irregular diagonal cross-braces, beautifully worn walnut grain and iron-bronze joint plates, open transparent gaps; flat top at both posts, small discrete pulley attached in lower third. BOTTOM LEFT: a once-grand slender limestone column, cracked and missing a piece on its upper right, restrained faded turquoise mosaic in the shaft, exposed broken stone on top, asymmetrical silvery ivy along left; no Corinthian flourish. BOTTOM RIGHT: a vertical rugged rock-and-root buttress, dark garden soil and limestone threaded by thick twisting roots, wider top and narrower pointed bottom, patches of moss. These four components will be BEHIND gameplay terraces to make them look structurally supported. Each asset should be roughly twice as tall as wide. Rich naturalistic carved depth, hand-painted 2D game quality. No other props, no floors, no characters, no text, no labels, no border, no ground shadows outside silhouettes. Each distinct, no repeats.
gardenFoundations
Quelle: C:\Users\danie\.codex\generated_images\01a0acd1-fd65-7833-bbb0-c93959eb75c8\exec-f9554655-910d-4af8-9189-64e123e6aee6.png
Use case: stylized-concept. Two large production environment cutout assets for original 2D fantasy game Angel Land Story, on TRUE TRANSPARENT ALPHA. Landscape image 2048x1536, TWO ROWS, ONE COLUMN, wide transparent gutter separating both assets. Each asset takes almost the entire image width with at least60px margins. Strict flat front orthographic side-scrolling game view. Both have a clearly straight FLAT HORIZONTAL walkable upper edge; small groundcover only, no scenery above them, no characters. TOP asset: a massive broad floating garden foundation, flat green moss lawn above a fascinating irregular cutaway of dark rich soil, layered cream limestone, exposed ancient roots and little turquoise mineral pockets. Silhouette is wider than it is deep, width:height 4:1, varied rocky underside without a repetitive V-shaped point. Far left dark roots drape down, right has a small fern at edge, restrained tiny wildflowers. A garden island, substantial and inviting, painted in extraordinary tactile detail at large screen size. BOTTOM asset: one complete ancient garden aqueduct bridge, very wide and low, width:height4.5:1. Straight pale limestone walking cornice with small moss seam. Four asymmetrically weathered low arches underneath, unique chisel and erosion marks, most of bridge plain pale limestone with ONE muted turquoise keystone. Ends terminate in chunky masonry abutments with sparse ivy; no hanging duplicate daisies or tiny detail noise. Clearly different from the natural top foundation. Both sprites should be crisp hand-painted cinematic game quality with rich material microtexture and dimensional shading, upper-left golden morning light, cooler underside, same visual world. Broad shapes first, beautiful fine texture second. No backdrop, no ground shadow, no text, no labels, no grid or framing. Real alpha transparency between and around objects.
lioRunV2
Quelle: C:\Users\danie\.codex\generated_images\01a0acd1-fd65-7833-bbb0-c93959eb75c8\exec-2b5de321-23c1-41f9-ad15-3c2e1010c0c5.png
Use case: identity-preserve. Reference image is the EXACT protagonist Lio identity and art style: young brown-haired fantasy boy, ochre pointed hood and flowing short amber cape, teal tunic and trousers, brown boots, leather belt and bracers, small wooden bow. Generate an improved production RUN ANIMATION sprite atlas of this SAME character, all facing RIGHT in strict side view. Eight sequential DISTINCT poses in EXACTLY FOUR COLUMNS and TWO EQUAL ROWS, wide 2048x1024, TRUE TRANSPARENT ALPHA. Every cell has equal size, whole body and cape visible with 24px transparent padding. Lock head size, outfit, face, proportions and bow size across all frames. Fixed imaginary ground baseline at 92 percent of each cell height; pelvis horizontally aligned at 54 percent of each cell width. Carry bow low in front hand while running. Chronological full eight-frame run cycle, NOT eight repeats of one stride: Frame1 right foot forward contact left leg back; Frame2 right knee bends accepting weight, left knee travels forward; Frame3 right foot under hip supporting body, left knee lifted in front; Frame4 airborne left leg extending forward right leg behind; Frame5 LEFT foot forward contact RIGHT leg back; Frame6 left knee bends accepting weight right knee travels forward; Frame7 left foot under hip supporting body right knee lifted; Frame8 airborne right leg extending forward left leg behind. Both opposing leg swings must be visibly present. Organic cloth follow-through trails left, small head bob, matching volume, character sheets for actual gameplay. Same exquisite warm hand-painted sculptural shading as reference, no chunky outlines, no new accessories. No scenery, no shadow ground discs, no grid, no labels, no text.
lioBow
Quelle: C:\Users\danie\.codex\generated_images\01a0acd1-fd65-7833-bbb0-c93959eb75c8\exec-91af9ce1-c9b4-462c-ada9-f0136a96f325.png
Use case: identity-preserve. Reference image fixes EXACT Lio character identity: young brown-haired fantasy boy, ochre pointed hood and amber cape, teal tunic and trousers, brown boots, leather belt/bracers, small curved wooden bow. Create a dedicated ARCHERY ANIMATION sprite atlas, eight distinct full-body poses in EXACT FOUR COLUMNS TWO EQUAL ROWS, wide2048x1024 TRUE TRANSPARENT ALPHA, facing RIGHT in strict side view. Whole character entirely within every cell, consistent scale and head size, fixed baseline at92 percent of cell height, pelvis54 percent of cell width, transparent gutters. TOP ROW: 1 standing aiming horizontally right, left arm holds bow extended and right hand draws string to cheek with nocked arrow; 2 same standing horizontal pose immediately after release, empty bow string relaxed and drawing hand follows through; 3 standing aiming diagonally UP at45degrees with nocked arrow; 4 standing aiming almost straight UP at80degrees with nocked arrow. BOTTOM ROW: 5 running while shooting horizontally, RIGHT foot forward and LEFT behind; 6 running and shooting horizontally, legs passing below hip and left knee raised; 7 running and shooting horizontally, LEFT foot forward and RIGHT behind; 8 airborne small jump firing horizontally, knees tucked slightly. The bow and drawing arms must convincingly show archery, arrows aligned to face and aim. Faithfully preserve original face, age, outfit, hood/cape silhouette and premium painted rendering. No giant weapons, no glowing magic clutter, no alternate colors, no text, labels, borders, grid or scenery.