Qualitätsrunde 0.4 · Raumaufgaben und Materialvariation
Generiert mit dem integrierten ImageGen-Werkzeug am 17.09.2026. Eigene Assets, keine Nintendo-Vorlage. Unveränderte PNG-Dateien einschließlich Alpha in Assets/Resources/GameArt. Die Runtime schneidet die Atlaszellen zu; keine nachträgliche Rasterbearbeitung.
AqueductTerraces.png
Quelle: exec-0bef5ba4-5a48-412b-b7dd-874db2580179.png im Codex-Generierungsordner dieser Aufgabe.
Production sprite atlas for an original premium hand-painted 2D fantasy platformer, Angel Land Story. TRANSPARENT BACKGROUND with true alpha. Eight INDIVIDUAL walkable aqueduct / limestone architectural terrace cutouts, STRICT 2 columns x 4 rows grid, each fully isolated within own cell, at least 35px transparent gutters. Wide canvas 1536x1536. Rich warmly lit pale honey limestone, weathered teal tile insets, small rooted moss and tiny ferns, restrained gold details. Precise texture, crisp warm top-lit walkable upper edge, cool softly shaded underside, side elevation with VERY SLIGHT top face visible, not isometric, no scenery, no text, no border, no ground shadow. Each platform is a wide shallow shape (3:1 ratio) with a straight horizontal walkable top, no tall decoration on top. Every silhouette/material construction must be DIFFERENT. Row1 left: three massive rectangular channel slabs, small beveled rim and offset broken lower corner; right: elegant semicircular SOLID projecting limestone balcony with a visible teal tessellated band on its curved front, no arch or hole. Row2 left: asymmetric five-layer rock shelf embedded in old masonry, fern drapes one edge; right: stout keystone watergate lintel supported underneath by a SINGLE pointed bracket, no arch opening. Row3 left: narrow ancient stone gutter ledge with a shallow aqua channel along the top face; right: short wooden repair bridge firmly fitted into old limestone shoulders, warm timber and rope. Row4 left: irregular thick limestone cornice with carved simple wave frieze, offset buttress foot; right: broad stepped sanctuary dais of pale stone, tiny rose plants under front lip. Highly detailed tactile premium painterly material rendering, consistent scale and lighting, not cartoon outline, not pixel art, no copied repeating arch motifs. Exactly eight separate game sprites, all fully inside their cells and equally large.
WeaverChimes.png
Quelle: exec-658445d0-6a16-40b6-9578-b7f38419b625.png im Codex-Generierungsordner dieser Aufgabe.
Game-ready sprite atlas, original premium hand-painted storybook fantasy 2D adventure Angel Land Story. True transparent alpha background. SIX isolated objects in a STRICT THREE COLUMNS BY TWO ROWS grid, square canvas 1536x1024, generous empty transparent gutters. Top row: three DIFFERENT magical hanging wind chimes / bow-shot resonance targets; bottom row is same three chimes in their lit activated state. Each cell shows entire object and short hanging thread, front elevation suitable for 2D sidescrolling game. Each chime has a very clear circular teal glass resonator centre, framed by warm weathered golden brass and dark walnut, about palm-size relative to hero, ornate yet readable silhouette. Column1 teardrop oval gold frame with walnut fork and one hanging small gold leaf; Column2 open triangular harp-like brass housing around round turquoise centre with two short thin hanging brass pipes; Column3 circular walnut loom hoop surrounding turquoise glass central gem, three gold feather tips underneath. Top row: matte desaturated deep teal centres, soft warm sunlight from upper left, no glowing surrounding halo. Bottom row: exactly same shapes and perspective at same size, centres illuminated pale turquoise with a small warm gold star mark clearly indicating completion, internal light, restrained glow staying within silhouette. Detailed tactile aged brass, polished timber, fine threads, painterly high-end concept art clean sprites, no black outlines, no characters, no environment, no lettering, no labels, no UI cards, no floor, no cast shadow or checker pattern. Do not overlap cells.
Drei Windklänge
Eigene modale Synthese durch Tools/compose_chimes.py, D5/F#5/A5, keine Samples. 48 kHz Stereo, 16 Bit PCM, je 2,8 Sekunden.
BorunMotion.png
Quelle: exec-e5343d70-b6c7-4fbd-9bf9-b4458879cdb7.png, generiert mit dem integrierten ImageGen-Werkzeug. Referenz: eigene untere Zeile aus CreatureAtlas.png. Acht Zustands- und Laufphasen, gemeinsame Körperanker in der Runtime.
Create a NEW production animation sprite atlas for Borun, the mechanical windmill ram in the BOTTOM ROW of the supplied CreatureAtlas reference. Only that ram character is the reference; do not include frogs, birds or pots. Preserve this exact character identity: cream enamel body with painted teal scrolls and small gold flourishes, large curled brass ram horns, turquoise eyes, round luminous turquoise knot in chest, brass jointed four legs and hooves, small wooden windmill rotor with cream cloth sails and teal emblems mounted on back. Friendly proud guardian, no menacing teeth. High quality detailed painterly 2D cutout sprites. True transparent alpha background. STRICT FOUR COLUMNS x TWO ROWS, eight full body frames, each fully inside its own equal cell with at least 35px empty margin, no overlapping parts, no labels, no scenery, no shadows underneath. Canvas 2048x1024 wide. ALL frames face LEFT, same side-view slightly three-quarter camera as reference, same body proportions, same scale and root position, hooves align along same baseline within each row; keep rotor attached to same back joint and preserve all anatomy. Row1: 1 calm standing alert; 2 weight low, head and horns lowered, hooves planted preparing charge; 3 braced blowing wind, rotor sails fanned open, small cheeks puffed, all hooves planted, NO external wind painted; 4 exhausted with head slightly low, legs planted apart, bright exposed chest-knot turquoise glow but no outside halo. Row2: four DIFFERENT evenly timed gallop cycle frames with head low: 1 front legs reaching forward left, rear legs pushing back right; 2 front hooves contacting ground under shoulder and hind legs gathering; 3 all hooves tucked under body in midair compression; 4 hind hooves contacting below hip, front legs extending left. Exactly four legs per ram, far legs slightly darker. No duplicated poses. Gold warm sunlight upper left and cool shaded undersides, tactile metal / porcelain / canvas. Retain the same familiar ram from the reference, no redesign.