✦ SPIELWELTENSpace Hero ↗

K.R.A.B.B.E. – illustrierte bewegliche Teile v1

Erzeugt am 2026-09-08 mit dem eingebauten Imagegen-Werkzeug. Keine CLI/API-Fallback-Produktion, keine lokale Bildbearbeitung. Die finalen RGBA-Dateien wurden unverändert ins Projekt kopiert; ihre Transparenz wurde mit Pillow ausschließlich gelesen und geprüft. Die Referenz war CrabBody-v1.png; die Gelenkkappe diente zusätzlich einem verworfenen Armversuch als Stilreferenz.

Teil Projektdatei Generatorausgabe Format / deckende Silhouette bei Alpha > 128
Finger Assets/SpaceHero/Art/Bosses/CrabFinger-v1.png exec-5c110e9c-358f-4104-9b83-7ace30df71d0.png RGBA 1024×1536, Alpha 0–254, Box (82,13)–(947,1501)
Arm Assets/SpaceHero/Art/Bosses/CrabArm-v1.png exec-faf755c6-57b6-4a2d-adb0-8d1bd2074513.png RGBA 1024×1536, Alpha 0–254, Box (264,9)–(761,1527)
Gelenk Assets/SpaceHero/Art/Bosses/CrabJoint-v1.png exec-03e47c5d-fb91-432f-8b78-ab488751b7c9.png RGBA 1254×1254, Alpha 0–255, Box (48,47)–(1204,1191)

Alle Ausgabequellen liegen unter C:/Users/danie/.codex/generated_images/01a07c3e-4b26-7411-81d6-b7e269b5316a/. Die Spieleinbindung verweist ausschließlich auf die kopierten Projektdateien. Eckpixel aller finalen Teile haben Alpha 0.

Der Finger dreht um das illustrierte Lager bei Pixel (245,221) von links oben; Spiegelung erfolgt am Grafikchild. Greifer-Trefferzentren bleiben unverändert. Beim Arm liegen die Endanschlüsse ungefähr 50 Pixel innerhalb der Bildenden; Slicing mit 450 Pixeln unten und 500 Pixeln oben erhält die gepanzerten Enden, während sich der mittlere Kolben auszieht. Runde Gelenkkappen werden gleichmäßig skaliert. Die endgültige Einpassung wird im Spiel geprüft.

Verworfen: Die horizontalen Armversuche exec-4ff92a68-58be-4eaa-9863-aedc1ac74f77.png, exec-ff5d87a8-2a48-4689-854b-fbaa7f9cd1d0.png und exec-4e619a5c-0baf-4ee4-9fee-bf0cf0090494.png sind RGB ohne Alphakanal (weiß bzw. aufgemaltes Schachbrett). Sie werden nicht importiert. Der frühere vollständige Greifer aus CrabClaw-pending.md bleibt verworfen; die neuen Einzelteile lösen zusätzlich das tatsächliche Öffnen/Schließen.

Vollständige Prompts

crabJawPrompt

Use case: stylized-concept. Asset type: one modular sprite part for an articulated robotic boss in a polished 2D space game. Input image 1 is a STYLE REFERENCE ONLY: match its detailed orange painted armor, ivory panels, dark steel, bolts, surface wear and cyan indicator accents. Create exactly ONE detached right-hand pincer finger, not a whole claw. Orthographic straight overhead view. Shape: a thick curved mechanical crescent like a closing parenthesis ), with its round pivot at the TOP LEFT, its bulky knuckle projecting to the RIGHT in the upper half, then a tapered blunt ivory gripping tip curving down and back LEFT at the BOTTOM. The gripping tip is below the pivot. A concave open inner edge on the left. Only one solid curved finger, no second finger and no wrist hub or arm. Painterly science fiction sprite with convincing volume and layered orange/ivory metal plates, narrow cyan accent on the outer spine, dark exposed mechanical underside. Legible silhouette at 120 pixels high. Whole object centered with 12 percent clear padding. Portrait 1024x1536. Background must be genuinely transparent alpha, including the entire empty space to the left of the curve; no colored background, no checkerboard, no drop shadow, no scenery, no text, no logo. The output will be mirrored and independently rotated to create two moving jaws in Unity.

crabArmPrompt

Use case: stylized-concept. Asset type: one straight mechanical ARM LINK sprite, a modular moving part for a 2D orbital salvage-machine boss. Input image 1 is STYLE AND PALETTE reference only. Match its richly illustrated orange and ivory armor, charcoal steel, engraved panels, small bolts, scuffed painted edges and subtle cyan status lighting. Create a single long straight horizontal hydraulic arm beam, side-to-side axis exactly LEFT TO RIGHT, viewed straight down orthographically. A narrow elongated rectangular beam with chamfered corners, graphite steel structural spine, ivory outer shell on the left and orange outer shell on the right, a visible slim silver piston running along its center and one very thin cyan energy strip. End faces flush and straight: separate circular rotating joints will be overlaid in the game. Length approximately SIX TIMES its thickness. Symmetric width around its horizontal centerline. All components in one connected straight assembly, no bending, no circular end joints, no claws, no body, no large extrusions. Readable at 250x45 pixels. Center in a landscape 1536x1024 image with clear padding. Actual transparent alpha background around the entire beam, no checkerboard, no floor, no shadow outside object, no text or labels. Polished detailed science-fiction illustration suitable for the referenced boss, clear volume without perspective foreshortening.

crabArmAlphaPrompt

Use case: background-extraction. Image 1 is the EDIT TARGET, a single horizontal mechanical beam. Image 2 is only a reference demonstrating an actual transparent RGBA cutout. Remove the white background from image 1 and deliver a PNG with a real transparent alpha channel. Keep the beam itself, all orange and ivory paint, graphite metal, cyan strip, fine details, exact proportions and horizontal orientation unchanged. All empty white area outside the beam must have alpha zero, with clean antialiased edges. Do not remove the ivory metal. No new objects, no shadows, no checkerboard, no opaque background. The output must genuinely overlay on a space scene.

crabArmRetryPrompt

Create a transparent-background PNG game sprite of one straight horizontal hydraulic robot arm beam. Use the attached image ONLY as the reference for orange/ivory painted metal, charcoal joints, cyan accents and richly illustrated science-fiction surface details. The beam is a single slender connected rectangular component about five times as long as it is thick, with a silver piston and narrow cyan strip down its center, squared ends with small bolts. Straight overhead orthographic view, horizontal axis, no round joints, no fingers. Centered, fully visible, with empty TRANSPARENT space around all sides. This is a cutout game asset that will be layered on a starfield, so deliver true transparent alpha outside the object, not a picture of a background. No white background, black background, checkerboard, shadow, text, labels, scenery, body, extra parts or frame. Landscape 1536x1024. Keep the beam broad enough to see its material details at a small on-screen size.

crabJointPrompt

Use case: stylized-concept. Asset type: one circular mechanical JOINT CAP sprite for a modular 2D animated salvage-machine arm. Input image 1 is style/palette reference only. Render exactly one isolated circular industrial rotating bearing viewed straight-on, perfectly round face, no perspective. A thick dark graphite outer rim, a segmented orange and ivory armored annulus with six small steel bolts, recessed brushed-steel center disk, small cyan indicator dashes around the ring. Convincing polished illustrated metal volume and slightly worn painted edges matching the reference body. The disk is solid, not an open hole. Completely radial, centered in 1024x1024 with 15 percent clear padding. Actual transparent alpha background outside the circular silhouette, no black background, no checkerboard, no floor, no cast shadow, no text, no body, no arm shaft, no fingers. A single round reusable swivel cover, legible at 50 pixels diameter in the game.

crabArmVerticalPrompt

A single isolated mechanical robot forearm component, a production game sprite on a transparent background. Match the attached boss body's orange and ivory armored plates, graphite steel and cyan energy accents, detailed painted metal with bolts, bevels and light surface wear. Straight overhead orthographic view. The component is a straight VERTICAL hydraulic forearm, approximately three times taller than it is wide, with a straight silver piston in a heavy graphite frame and overlapping narrow orange and ivory armored plates. Flat ends at top and bottom for separate rotating joints. The arm is centered, fills most of a portrait 1024x1536 image, all edges visible. One connected part only, no claws, no hand, no robot, no scenery, no writing. Deliver with a transparent background suitable for overlaying in a game.