Seamless Retro Game Map Texture Generator
Reconstruct fragmented vertical strips into complete seamless square game map textures by removing dividers and filling in missing terrain details.
本頁彙整歸入「Pixel Art」分類的圖片提示詞範例。調整範例用於自己的專案前,可先比較生成結果、構圖或鏡頭選擇及原始寫法。
182 prompts
風格
Reconstruct fragmented vertical strips into complete seamless square game map textures by removing dividers and filling in missing terrain details.
Using the provided reference image, which contains five vertical strips of a retro pixel-art game map separated by white gaps, transform it into a single seamless square tile. Remove all white separator lines and extend the terrain features (green forests, blue water bodies, orange roads, and grey castle structures) horizontally to fill the empty space between the strips. Ensure that the edges of each strip blend naturally into the adjacent ones to create a continuous, unified landscape texture without visible seams or missing data.
A prompt for generating a low-poly 3D render of a futuristic orange hoverbike on a digital workspace grid.
Goal: Create a 3D model render of a futuristic sci-fi hoverbike. Canvas: A square aspect ratio, rendered against a dark grey viewport background with a perspective grid floor and red/green axis lines typical of 3D modeling software like Blender or Unity. Layout: The vehicle is centered in the frame, angled slightly to show its left side profile and front. It floats just above the grid surface. Sections: The bike features a sleek, angular design with a dominant matte orange body color contrasted by black panels and silver metallic accents. Visual style: Low-poly aesthetic with sharp edges and flat shading. Clean, studio-like lighting that highlights the geometric forms without complex reflections. Subject details: The front section has a prominent black nose cone with two circular white headlights stacked vertically. Below this, a large central intake ring is visible. The mid-section includes a black panel with a horizontal silver handlebar extending outwards. The rear section features a raised seat area with a black cushion and an orange backrest structure. Underneath the main body, there are three distinct circular thruster nozzles arranged horizontally, glowing with a soft white light inside. A small pink rectangular detail sits near the center. The overall shape suggests advanced propulsion technology rather than traditional wheels. Constraints: Maintain the specific low-poly geometry style. Ensure the grid floor looks like a standard 3D editor viewport.
Create a vertical retro arcade rail shooter title screen featuring space orbits, Japanese instructions, and a mobile game splash screen layout.
Goal: Create a retro 2D vertical arcade game title screen for a rail shooter called {argument name="game title" default="GALAXY RAIL"}, with a space-and-railroad theme and Japanese UI text. Canvas: Portrait mobile game splash screen, 9:16 aspect ratio, pixel-art inspired but clean vector-like illustration, dark navy outer-space background filled with many small white and pale yellow stars. Layout: Center the title in the upper-middle. Place a large partially cropped Earth-like blue planet on the left behind the title, occupying about one third of the image height, with simple green landmasses and translucent cloud streaks. Add exactly 3 vertical railroad tracks running from top to bottom: one left track partly over the planet, one center track, and one right track; each track has gray rails and many brown sleepers. Put exactly 2 small train/player cars on the lower center track, stacked vertically with rounded white bodies, blue windows, yellow outlines, and a yellow headlight on the top car. Text content: Main title text is two lines: “GALAXY” in large white slab-serif letters with a dark navy outline, and “RAIL” below in large golden yellow slab-serif letters with a dark navy outline. Under the title, show the Japanese tagline {argument name="tagline" default="銀河を、レールで切り拓く"} in bright cyan. Beneath it, add small gray feature text: “RAIL SHOOTER / 2D VERTICAL / 3 STAGES”. In the lower third, add a translucent dark blue rectangular instruction panel with a thin blue border. Inside the panel, show three Japanese instruction lines: “←→↑↓ / WASD:移動(レールから自動ジャンプ)”, “Z / SPACE:短押し=単発 / 長押し=2連射”, and “時間経過で最寄りのレールへ強制着地”. Below the panel, add a small red warning line: “赤いサークル=瞬着攻撃の予兆。収束前に発生源を倒せ!” At the very bottom, centered, show pale gray prompt text: {argument name="start prompt" default="PRESS Z SPACE OR CLICK TO START"}. Visual style: Retro arcade title screen, simple 2D game mockup, crisp shapes, slightly pixelated typography, high contrast, deep-space palette of navy, white, cyan, yellow, gray, and red. The composition should feel like a vertical rail shooter prototype splash screen. Constraints: Use exactly 3 full-height vertical tracks, exactly 2 train cars, one planet on the left, one instruction panel, and no characters or extra UI windows. Keep all text legible and centered, with no logos or watermarks.
Generates a 16-frame chibi fantasy swordsman combat sprite sheet for game-style animation concepts.
Goal: Create a clean 4-by-4 sprite-sheet style illustration of a chibi fantasy swordsman performing pixel-art combat animation poses, suitable for a game attack sequence. Canvas: Square white background, evenly spaced grid with no visible grid lines, 16 separate full-body sprites arranged in exactly 4 rows and 4 columns. Keep each sprite isolated with consistent scale and generous white space. Subject details: The same chibi male cultivator swordsman appears in every frame: {argument name="character name" default="an elegant young xianxia swordsman"}, large head and small body, pale skin, stern dark eyebrows, narrow focused eyes, long flowing {argument name="hair color" default="black"} hair tied in a high half-up bun with a small silver crown hairpiece and hairpin. He wears layered {argument name="robe colors" default="white, pale blue, navy, and silver"} hanfu-style robes with oversized sleeves, dark inner sash, ornate silver belt, dangling blue tassels, black boots, and a sheathed sword on his back or at his side with a blue tassel charm. Animation frame count and poses: Include exactly 16 discrete sprites. Row 1: 1) idle standing pose facing slightly left, hand near belt, sword visible behind shoulder; 2) calm prayer or hand-seal pose with eyes closed; 3) gathering blue energy between hands with a small glowing swirl; 4) one arm extended outward casting a spell, blue wind ribbon behind him. Row 2: 5) pointing forward while two glowing blue flying swords appear around him; 6) stronger command pose pointing forward with multiple blue swords and a sweeping crescent slash; 7) side-facing attack command pose with three to four flying swords shooting horizontally; 8) dynamic forward strike pose with crossing blue sword trails. Row 3: 9) meditative hand-seal pose surrounded by a circular blue sword aura; 10) defensive stance with arms crossing and a near-complete ring of flying swords around him; 11) dramatic summoning pose with one arm raised upward and many blue swords radiating above; 12) low focused pointing pose encircled by a sweeping blue arc and several swords. Row 4: 13) ready stance with a large crescent slash sweeping near the feet; 14) casting pose with hand extended and small blue crystal shards plus a falling sword; 15) calm recovery pose with eyes closed, hand near chest, scattered blue shards; 16) final idle stance similar to the first, facing slightly right with robes and hair settling. Visual style: Cute high-quality chibi game asset, anime xianxia fantasy, pixel-combat-inspired but polished and painterly, crisp edges, soft cel shading, tiny detailed costume ornaments, luminous cyan-blue sword energy, motion trails, small sparkles and ice-like shards. Use {argument name="energy color" default="electric cyan blue"} for all magical effects. The character should be consistent across all frames, with flowing hair and ribbons varying naturally by action. Constraints: No text, no labels, no borders, no watermark, no background scenery, no cropped sprites. Maintain the exact 16-frame count and 4-by-4 arrangement.
A comprehensive prompt for generating 4x4 pixel game character sprite sheets from a reference image, maintaining strict consistency across 16 frames of animation.
Convert the character in Image 1 into a high-quality 2D pixel game character, generating a square Sprite Sheet with a 4x4 layout totaling 16 frames of continuous animation. Each cell size must be identical. The sequence plays from left to right, top to bottom. Strictly preserve the character's face, hair, body type, clothing colors, signature accessories, and weapon structure. Use the same pixel ratio, character size, orientation, and color palette for all 16 frames. The character performs a single {argument name="action" default="sword swing / jump / roll / spellcast / pounce"} animation. Frames 1-3 are idle and charging; 4-7 are center of gravity shift and action start; 8-10 are the main attack and power release; 11-13 show inertia and recovery; 14-16 return to idle. Frame 16 should transition naturally back to Frame 1. Only change joints, outlines, clothing flow, hair, and weapon position required for the movement. Maintain continuous movement direction and force relationships. Keep the same camera position, character scale, baseline, and center for all cells. Ensure the full character is shown without cropping. Prioritize transparent backgrounds, otherwise use a solid color for keying. Avoid textures, grids, numbers, or text. Use sharp pixel edges with a limited palette and uniform density. No blurring, anti-aliasing, semi-realistic rendering, or perspective changes.
Generates a 64-frame pixel art walking sprite sheet for a Zelda-style fantasy game character.
Goal: Create a complete 2D pixel-art RPG walking sprite sheet for a Zelda-like game character, ready to cut into animation frames. Canvas: Square white background, clean sprite-sheet presentation, evenly spaced grid with no borders, no labels, no shadows outside the sprites. Use a consistent top-down three-quarter RPG perspective. Layout: Arrange exactly 64 discrete character sprites in an 8 columns by 8 rows grid. Each row is one walking direction and each column is one animation frame. Keep identical scale, centered alignment, and consistent spacing across all cells. Directions and frame count: Include exactly 8 walking directions with 8 frames each: 1 front-facing walking toward camera, 2 front-right diagonal, 3 right side profile, 4 back-right diagonal, 5 back-facing walking away, 6 back-left diagonal, 7 left side profile, 8 front-left diagonal. The character identity, proportions, outfit, hair, face, cape, pouch, boots, and colors must remain consistent in all 64 frames. Animate legs, arms, cape swing, and body bob naturally without changing the character design. Character details: A cute young fantasy adventurer boy named {argument name="character name" default="brown-haired cape adventurer"}, chibi proportions with a large head and small body, tousled {argument name="hair color" default="warm brown"} hair, blue eyes, fair skin, determined neutral expression, teal tunic, brown leather belt with gold buckle, dark trousers, brown boots, small brown satchel pouch at the hip, and a flowing {argument name="cape color" default="brown"} cloak fastened around the shoulders. Outfit style should feel like a classic action-adventure RPG hero. Visual style: High-quality pixel art with crisp edges, hand-painted sprite detail, subtle cel shading, warm fantasy colors, readable silhouette, small-game-character scale, polished indie RPG look. Use a consistent light source and consistent pixel density across every frame. Constraints: Exactly 64 sprites total, exactly 8 rows and 8 columns, no text, no UI, no weapon, no extra characters, no background scenery, no duplicated wrong-facing limbs, no flipped-inconsistent accessories, no changes in head shape or outfit between frames, no cropping.
Showcases new style transfer prompts in GPT Image 2.5, including converting line art to gouache, alcohol marker, black and white manga, and pixel art.
線画をガッシュ画に変換 線画をアルコールマーカー画に変換 線画をモノクロ漫画風に変換 線画をドット絵に変換
Generates a detailed UI prototype for a turn-based strategy game, including an isometric battle map and complex attribute panels.
Goal: Create a high-fidelity mockup of a tactical RPG (SLRPG) battle interface, specifically resembling the aesthetic of 'Aurelia'. Canvas: A widescreen desktop UI layout with a dark forest-green and gold color scheme. Layout: - Top Header: Logo 'AURELIA' on the left, navigation buttons 'Volume/BGM', '01 Battle', '02 Map Workshop', and 'Help?' on the right. - Left Sidebar: Mission briefing text in Japanese ('翠緑の渡し'), followed by a vertical list of 5 party members with small portraits and HP bars. Bottom section shows 'Enemy Forces' count. - Center Stage: An isometric grid map featuring grassy tiles, pine trees, rocks, and stone pillars. Several pixel-art style character sprites are positioned on the grid. - Right Sidebar: Turn counter ('TURN 04'), detailed stats for the selected unit (Elias), including HP/MP/SP and attack/defense values. Below this is an action menu with 5 skill slots and a large 'End Turn' button. - Footer: A status bar displaying tile information and keyboard shortcuts. Visual Style: Dark fantasy UI design, crisp typography, isometric perspective, retro-modern hybrid look. Text content: Use Japanese labels for all UI elements as seen in the reference image.
A 16-frame pixel art attack animation sprite sheet on a green screen, suitable for games or GIF creation.
Goal: Create a pixel-art 2D game sprite sheet for an animated attack sequence featuring {argument name="character name" default="Quorila Ketel"}, a chibi armored holy beast-knight with a huge jagged sword. Canvas: Square 1:1 image, bright solid chroma-key green background (#00ff00), no transparency, no border, no text. Arrange the sprites in an evenly spaced 4-by-4 grid for exactly 16 discrete animation frames. Subject details: The character is a compact fantasy creature-warrior facing mostly right, with white and silver segmented armor, orange-gold accents, black cape or dark fur mass behind the body, large round shoulder details, spiked shield-like armor plates, small sturdy legs, and an orange glowing halo ring floating above the helmet. The helmet has a white faceplate, orange horn-like crest, and ornate mechanical/angelic details. The weapon is a massive rough-edged black-and-gold sword, almost as long as the character, held low or swung in broad arcs. Use crisp retro pixel art with heavy black outlines, detailed dithering, high contrast, and a JRPG / mobile game battle sprite style. Layout and frame count: Use exactly 16 frames, arranged left to right, top to bottom. Each frame shows the same character at the same scale with enough spacing so frames do not touch. Frame descriptions: 1. Idle ready stance, sword angled down to the right, character standing compactly. 2. Ready stance with the sword extended farther forward and low to the right. 3. Similar forward-ready pose, body leaning slightly, sword low and long to the right. 4. Wind-up pose, sword lifted high behind and above the character toward the upper right. 5. Strong wind-up, sword raised diagonally up-left, body crouched and preparing to strike. 6. Mid wind-up, sword crossing above the shoulder, character crouched lower. 7. Horizontal attack start, sword thrusting straight to the right, body leaning forward. 8. First slash follow-through, add a pale orange crescent motion trail behind the sword on the right. 9. Wide slash continuation, large orange arc sweeping behind the character and sword. 10. Peak slash impact, large bright crescent arc above and behind the blade with small orange debris or sparks near the ground. 11. Low follow-through, sword dragging or sweeping along the ground to the right with orange dust, sparks, and curved particles. 12. Recovery pose, character pulling the sword back in front, no large arc. 13. Return-to-idle frame with sword low and character settling. 14. Idle stance with sword down-right, close to the initial pose. 15. Idle stance with slight breathing variation, halo steady above helmet. 16. Final idle frame, sword down-right and character fully reset. Visual style: Low-resolution pixel sprite aesthetic, sharp edges, no antialiasing blur, detailed armor highlights, warm orange glow on halo and slash effects, black shadow shapes under the cape/body, consistent scale and perspective across all frames. Constraints: Do not add labels, frame numbers, UI, watermark, or background scenery. Keep the background pure green for chroma keying. The image must read as a usable sprite sheet for a GIF or game animation.
Generates a numbered 16-frame chibi pixel-art action sprite sheet for GIF animation or game character motion studies.
Goal: Create a 4×4 pixel-art sprite sheet of {argument name="character name" default="Nezuko Kamado"} as a cute chibi action-game character, suitable for turning into an animated GIF or game attack sequence. Canvas: Wide white canvas, clean empty background, arranged as an evenly spaced 4 columns by 4 rows grid. Each cell contains one full-body sprite with a soft gray contact shadow. Add a small hot-pink rounded number badge in the upper-left of each cell, labeled exactly 1 through 16 in white. Character design: Chibi anime girl with a large head, small body, pale skin, bright pink eyes, long dark brown wavy hair with orange-tinted tips, a small pink bow on one side of the hair, and a green bamboo gag across her mouth. Outfit is a pink patterned kimono under a dark brown haori cloak, pale pink obi, white leg wraps, and pink sandals. Use saturated colors, crisp pixel-art edges, soft anti-aliased highlights, expressive action poses, and a cute but fierce demon-slayer-game feel. Layout and 16 required frames: Include exactly 16 discrete sprites, numbered and posed as follows: 1 standing idle facing forward, hands near chest, calm expression; 2 running or dashing to the right with hair streaming left; 3 crouched combat stance facing right, angry eyes, cloak flaring; 4 spinning slash attack with a bright pink circular energy arc around the character; 5 continuation of spinning attack, body turned left, large pink crescent trail sweeping around; 6 mid-run leap with flower petals, one arm forward; 7 rear-facing spinning motion, hair and cloak spiraling with a pink circular trail; 8 frontal power-up or slash impact pose with tall pink energy spikes rising on both sides; 9 low high-speed dash to the left with horizontal pink speed streaks behind; 10 airborne running jump, knees tucked slightly, petals floating; 11 side slash pose facing right, one arm extended, pink crescent energy arc to the right; 12 relaxed standing pose angled slightly right, petals around, hair flowing; 13 low crouch on hands and knees, fierce eyes, ready to pounce; 14 low sweeping spin attack, body close to ground, large pink crescent trail wrapping around; 15 back view standing/walking away, cloak and hair covering most of the body, orange hair tips visible; 16 front-facing shy idle pose, feet together, hands close, wide pink eyes. Effects: Use cherry blossom petals and pink motion trails in many frames, especially frames 4, 5, 7, 8, 9, 11, and 14. Keep effects contained inside each grid cell and do not overlap between cells. Style constraints: Pixel-art sprite sheet, chibi proportions, consistent scale across all frames, no scenery, no UI besides the 16 number badges, white background, high clarity, animation-ready poses, cohesive lighting and colors.
Generates game-ready pixel art sprite sheets from a reference image, featuring running, jumping, spinning attack, and falling actions.
添付キャラクターの顔・髪型・衣装・配色・体格を統一し、ゲームで映える4種類のドット絵モーションを、各最大4フレームで1枚のスプライトシート画像に生成して。{argument name="フレームサイズ" default="1フレームのサイズは256x256px"}。 ・{argument name="モーション1" default="走る:体を前傾させ、手足を大きく交互に動かす。"} ・{argument name="モーション2" default="ジャンプ:しゃがむ → 跳び上がる → 空中で手足を広げる → 着地。"} ・回転攻撃:正面 → 横向き → 後ろ向き → 反対の横向きと、全身を一回転。 ・倒れる:よろめく → 横に傾く → 寝転ぶ → 目を閉じて動かなくなる。 1行に1動作を横一列で配置し、全セルの大きさ、足元、中心、縮尺を揃える。背景は完全な単色とし、影、文字、枠、番号、UI、ぼかし、半透明、グラデーション、アンチエイリアスは使用しない。ループ動作は最初と最後が自然につながるようにする。
Generates a simple front-facing 8-bit chibi mage sprite, suitable for retro RPG character art or pixel icon design.
Create a centered 8-bit pixel art sprite on a plain white background, showing exactly 1 chibi fantasy mage character standing front-facing with a neutral expression. The character is {argument name="character name" default="Astra"}, a small super-deformed sorceress with {argument name="hair color" default="golden blonde"} straight hair, pale skin, large dark red eyes, and a gold ornate headdress with a single red jewel centered on the forehead. Outfit: exactly 5 main clothing pieces, consisting of a dark blue scarf or short cape wrapped around the shoulders, a white tunic dress, a gold belt with a small central buckle, yellow-gold gloves or arm guards, and dark brown boots. Pose: arms relaxed at the sides, compact body proportions, feet slightly apart. Include exactly 1 tall wooden staff on the character’s left side, held upright; the staff has a crooked dark-brown shaft, exactly 1 blue diamond-shaped crystal set near the top in a dark frame, exactly 1 small red hanging charm below it, and a gold band near the lower grip. Use a crisp low-resolution pixel-art style with chunky square pixels, hard edges, no antialiasing, black and dark-brown outlines, warm gold highlights, navy shadows, and a simple retro RPG character-sprite look. Keep the composition isolated, symmetrical, and readable, with no text, no background scenery, and no watermark.
Generates a pixel art style title screen for a retro vampire-themed video game, featuring a blood moon and gothic castle.
Create a retro SNES-style title screen for the game "DRACULA 0 - Son of the Dragon". The image should feature a dark, ominous background with a large, blood-red moon partially obscured by jagged, purple mountains and swirling red clouds. In the foreground, depict a gothic castle silhouette perched atop one of the peaks. The main title "DRACULA 0" should be displayed in large, ornate, dripping red letters with gold outlines at the top center. Below it, place the subtitle "SON OF THE DRAGON" in smaller, pixelated gold text. At the bottom center, include the prompt "PUSH START" in white pixel font. Add copyright information "(C) 2026 TERS TERS.CO" at the very bottom in small grey text. Ensure the entire image has a distinct 16-bit pixel art aesthetic.
Creates a cute 32-pose chibi pixel art sprite sheet featuring two anime girls for game or animation concepts.
Goal: Create a square pixel-art character sprite sheet for a cute anime game, featuring two chibi magical-idol girls: {argument name="white haired character" default="a petite girl with short white bob hair, bright blue eyes, a white-and-blue techwear jacket, cropped top, shorts, one black thigh-high stocking, belts, straps, and chunky blue sneakers"} and {argument name="pink haired character" default="a petite girl with long fluffy pink twin tails, pink-purple eyes, flower and bow hair accessories, a frilly pastel pink idol dress with ribbons, garters, and chunky pink sneakers"}. Canvas: Square 1:1 sprite-sheet canvas, dark navy background, no borders, no labels, no UI, no shadows except subtle pixel-art grounding. Arrange the characters in an evenly spaced grid with 4 rows and 8 columns, showing exactly 32 separate full-body chibi sprites. Layout and count: The sheet must contain exactly 32 discrete sprite poses. Row 1 has 8 sprites: white-haired front idle, pink-haired front idle, white-haired seated/knees-up pose, pink-haired seated/knees-up pose, white-haired three-quarter walking pose, pink-haired three-quarter walking pose, white-haired right-facing side walk, pink-haired right-facing side walk. Row 2 has 8 sprites: white-haired back-left view, pink-haired back-left view, white-haired full back view, pink-haired full back view, pink-haired full back view with slight shift, white-haired back-right walking view, white-haired left-facing side view, pink-haired left-facing side view. Row 3 has 8 sprites: white-haired front relaxed pose, pink-haired front relaxed pose, white-haired hand-to-mouth shy pose, pink-haired arms-open wink pose, white-haired jumping wink pose, pink-haired jumping arms-open wink pose, white-haired seated cute pose, pink-haired seated cute pose. Row 4 has 8 sprites: white-haired hand-on-hip pose, pink-haired neutral front pose, white-haired shy hand-near-face pose, pink-haired one-leg-up peace-sign wink pose, white-haired confident hand-on-hip pose, pink-haired peace-sign wink pose, white-haired front idle, pink-haired front idle. Visual style: High-quality 2D chibi pixel art with crisp outlines, soft anime shading, tiny game-sprite proportions, oversized heads, small bodies, expressive glossy eyes, clean cel-shaded highlights, pastel candy colors, and a polished gacha-game aesthetic. Keep the sprites consistent in scale, outfit design, face style, and line thickness across all poses. Character details: The white-haired girl uses a cool palette of white, black, and electric blue, with a short rounded bob, blue eyes, sporty futuristic jacket, asymmetrical black stocking, utility straps, and blue-accented sneakers. The pink-haired girl uses a warm pastel palette of pink, lavender, and white, with very long curly twin tails, bow and flower clips, frilly layered skirt, heart-like accessories, ribbons, lace accents, and pink platform sneakers. Constraints: Use {argument name="sprite style" default="cute chibi pixel-art game sprite sheet"}. Preserve the dark navy background and evenly spaced grid. Do not add text, logos, watermarks, weapons, props, scenery, or extra characters. The final image should look like an animation-ready character sheet for a small 2D game or GIF sprite set.
A 4x4 pixel art sprite sheet of a red apple mascot using a laptop, featuring 16 frames of expressive animation.
Goal: Create a cute pixel-art 4×4 sprite sheet for an animated GIF, featuring {argument name="character" default="a shiny red apple mascot"} working at {argument name="device" default="a silver laptop with a white apple-like logo"}. Canvas: Square white background, evenly spaced 4 columns by 4 rows, no borders or grid lines. Use crisp retro pixel art with chunky black outlines, limited-color shading, glossy highlights, and transparent-feeling clean spacing around each sprite. Subject details: The same apple mascot appears in all 16 sprites. It is a round bright red apple with glossy white highlights, a brown stem at the top, black thick-rimmed square glasses, small red hands, and a small expressive face. The laptop sits in front-left of the character in every frame, open toward the viewer, rendered in light gray and white pixel shading. Layout and exact 16-frame contents, left to right, top to bottom: 1. Calm focused apple typing, open eyes, tiny smile, one hand near keyboard, laptop in foreground. 2. Similar calm typing pose, eyes looking forward through glasses, small pleased smile. 3. Happy typing pose, eyes closed in upward arcs, smiling, relaxed. 4. Calm attentive pose, open eyes, small smile, laptop slightly covering lower face. 5. Curious or surprised focus, wide eyes looking at screen, tiny mouth, subtle motion marks near the hand. 6. Alert typing, wide eyes, both hands moving quickly, black motion lines around body and white motion lines by hands. 7. Concerned concentration, furrowed brows, wide eyes, small open mouth, shaking motion marks. 8. Stressed focus, furrowed brows, wide eyes, blush/strain on cheeks, shaking motion marks. 9. Panic while typing, eyes squeezed shut, open shouting mouth, blue sweat drops around head, one hand raised, laptop still in front. 10. Shocked panic, glasses flying upward off the face, eyes squeezed shut, huge open mouth, both arms raised, blue sweat drops. 11. Extreme alarm, one lens/glasses tilted upward, huge round eyes, enormous open mouth, both arms raised, blue sweat drops and shake marks. 12. Shocked typing panic, glasses still on, huge round eyes, open mouth, both arms raised, blue sweat drops around head. 13. Exhausted or defeated, half-closed eyes, frowning mouth, gray puff of sigh smoke on the left, one hand resting near laptop. 14. Nervous recovery, small smile with open eyes, single blue sweat drop on upper right of apple, hands near laptop. 15. Playful wink, one eye closed, one eye open, gentle smile, relaxed typing pose. 16. Return to normal happy typing, open eyes and small smile, relaxed hands near laptop. Visual style: High-resolution pixel art sprite sheet, cute mascot emoji/sticker style, saturated reds, dark maroon shadows, bright white specular highlights, black glasses with small white highlights, expressive cartoon motion lines. Keep every sprite consistent in size and centered within its cell. Constraints: Use exactly 16 sprites in a 4×4 arrangement. Do not add text, labels, captions, watermark, frame numbers, or background scenery. Keep the background plain white and preserve consistent character design across all frames.
Generates a 4×4 pixel-art fighting game sprite sheet of a chibi martial artist with energy attacks for GIF or game animation workflows.
Goal: Create a pixel-art sprite sheet for a chibi anime fighting game character, suitable for making a looping battle GIF. Canvas: Square 512×512 image with a pure black background, crisp nearest-neighbor pixel rendering, no grid lines, no labels, no watermark. Arrange the sprites in an even 4×4 sheet, exactly 16 discrete animation frames, each occupying roughly a 128×128 cell with consistent character scale and transparent-feeling empty space around the sprite. Subject details: The character is {argument name="character name" default="a chibi blue-haired martial arts hero"}, a small super-deformed fighter with oversized head, spiky messy {argument name="hair color" default="black hair with bright electric-blue highlights"}, large blue eyes, pale skin, determined eyebrows, white boxing-style gloves, black sleeveless combat outfit with orange trim, black shorts or armored panels, white socks, red-and-white sneakers, and small blue accent details. Keep the design consistent in every frame. Animation layout: Include exactly 16 separate sprite poses, ordered left to right and top to bottom: 1. idle ready stance facing front-left, fists up; 2. crouched forward run startup, leaning right; 3. standing punch or slash with a bright blue crescent energy arc in front; 4. compact dash pose with one fist extended; 5. high-speed horizontal dash left-to-right with blue motion streaks behind; 6. faster running dash with longer blue speed lines trailing left; 7. close-range orange energy punch sweeping forward; 8. straight punch impact with orange explosion burst at the right edge; 9. spinning kick or hook attack with blue crescent energy on the right; 10. rising diagonal strike, body tilted, blue energy slash trailing around the leg or arm; 11. back-facing spinning attack with circular blue energy swirl around the body; 12. side kick impact with orange explosion burst on the right; 13. low crouch landing or charge pose with fists near the ground; 14. upright guarded stance with one arm extended and small blue energy sparks near the rear hand; 15. front-facing idle combat stance with both fists raised; 16. alternate front-facing idle stance, nearly symmetrical, fists up. Effects: Use {argument name="energy color" default="electric blue"} for speed trails, arcs, and swirling slash effects, plus orange and yellow comic-style impact bursts for hit frames. Energy should be pixelated with jagged edges and bright highlights. Visual style: 16-bit arcade fighting-game sprite art, cute chibi proportions, bold black outlines, high contrast, limited but saturated palette, sharp pixel edges, dynamic poses, readable silhouette, no anti-aliased painterly softness. Constraints: Keep exactly 16 frames in a clean 4×4 arrangement, preserve consistent outfit and proportions, do not add text, UI, frame numbers, background scenery, or extra characters.
A prompt for creating 16-frame pixel art sprite sheets of combat actions like punching and kicking based on a character reference.
为该角色创建一个战斗动作精灵图。采用 {argument name="pixel size" default="128px"} 的简约像素艺术风格,布局为 {argument name="grid layout" default="4x4=16 帧"},并使用透明背景。包含 {argument name="motions" default="4 个待机 / 4 个拳击 / 4 个踢腿 / 4 个受击"} 动作。
Generates a standalone kawaii blue water-type slime pixel art sprite suitable for game assets, icons, or character designs.
Create a single cute pixel-art game sprite on a plain white background: a front-facing chibi water slime mascot shaped like a glossy rounded teardrop blob, colored {argument name="slime color" default="bright cyan blue"} with darker blue pixel outline and soft internal shading. The character has exactly one small water droplet antenna on top connected by a short neck, two large oval anime eyes with dark navy pupils and bright white square highlights, two pink square blush marks on the cheeks, and a small happy open mouth with a dark outline and pink tongue. Use crisp 16-bit/32-bit pixel art with visible square pixels, chunky stepped edges, high contrast highlights, and a clean centered composition. Add glossy white reflections on the upper-left side of the body and droplet, plus small light-blue rim highlights around the lower edges. No text, no props, no environment, no shadow, no watermark; keep the sprite isolated and centered in a square {argument name="canvas size" default="1024x1024"} canvas, suitable as a game asset icon.
A prompt for upgrading simple pixel art game assets into high-quality, detailed voxel illustrations while preserving the original layout and labels.
Using the provided reference image, regenerate all isometric pixel art icons with significantly higher quality and detail. Keep the exact same layout, grid structure, background color, and Japanese text labels unchanged. Upgrade each icon from simple low-poly blocks to richly detailed voxel-style illustrations with proper shading, textures, and distinct features (e.g., add windows/doors to buildings, weapons/shields to characters, fur details to animals). Maintain the same character designs and building types but make them look more polished and professional.
Generate a square retro pixel art Japanese logo featuring a chibi anime mascot, suitable for studio branding or social media avatars.
Create a square 1:1 pixel-art logo on a clean white background. At the top, place a large two-line Japanese title in chunky 8-bit block lettering reading {argument name="logo text" default="スタジオ直紬"}; the first line is smaller and reads “スタジオ”, the second line is much larger and reads “直紬”. Use a bright cyan-to-mint gradient fill with a very thick dark navy pixelated outline and squared corners, like retro game title typography. Centered below the title, draw one chibi anime mascot head and shoulders in crisp pixel art: a cute surprised character with {argument name="hair color" default="dark navy black"} messy hair, long side locks, a high side ponytail sweeping to the right, teal hair highlights, big cyan-blue eyes, red rectangular glasses, a small open pink mouth, pale skin, and oversized black headphones with cyan ear pads around the neck. Add mint-green accent shapes in the hair and beside the face, including a ribbon-like teal shape on the right. The character should look upward with an excited, surprised expression. Use a limited palette of dark navy outlines, cyan, turquoise, mint, white, pale peach, and red glasses. Keep the entire image sharp, low-resolution, and intentionally pixelated with no antialiasing, no shadows, and no photorealism. Count and place the decorative background pixels exactly: 2 mint four-point sparkle icons, one on the left side of the character and one on the right side; and 5 small mint square pixels scattered around the character, with one upper-left, one mid-left, one lower-left, one mid-right, and one lower-right. Maintain generous white margins and a centered sticker-like composition.
Generates a 4x4 pixel art chibi crystal crown fighter sprite sheet with battle, attack, hit, and landing poses for game character design.
Goal: Create a clean pixel-art fighting game sprite sheet featuring one chibi adventurer character in multiple combat poses. Canvas: Square 1:1 image on a plain white background, arranged as a neat 4 by 4 grid with even spacing and no borders, labels, shadows, watermark, or UI. The final sheet contains exactly 16 separate sprites. Character design: A small chibi fighter with oversized head, short body, orange eyes, dark brown tousled hair, and a determined anime expression. The character wears a {argument name="outfit color" default="red and black"} streetwear combat outfit: red hooded jacket with black panels and zipper details, black pants with red accents, red-and-black sneakers, fingerless gloves, and a small black backpack. On the head are large red headphones and bronze steampunk goggles with red lenses. A decorative crown-like headdress sits behind the goggles, made of bright crystals, flowers, leaves, and dangling beads: blue crystal in the center, red crystals on the sides, green leaves, yellow and pink flowers, and small purple/red ornaments. Use thick dark pixel outlines, crisp 16-bit/32-bit game sprite rendering, saturated colors, tiny highlight pixels, and transparent-sprite-like isolation against white. Pose layout: Include exactly 16 sprites in a 4-column by 4-row grid. Row 1: 1) neutral fighting stance facing slightly right with both fists raised, 2) forward punch wind-up with one fist extended slightly, 3) ready stance with fists up and feet apart, 4) guarded stance turned slightly right. Row 2: 5) low guarded stance with left fist forward, 6) straight punch to the right with red curved motion trails, 7) powerful straight punch to the right with a yellow-orange starburst impact effect, 8) compact defensive stance with fists close to chest. Row 3: 9) knee raised preparing to kick, 10) high side kick to the right with red-orange crescent motion trail, 11) high side kick landing with a large yellow-orange impact burst, 12) neutral battle stance variant. Row 4: 13) hurt or startled pose with eyes squeezed shut and a small yellow impact mark near the head, 14) knocked-back falling pose with mouth open, one leg lifted, and two small yellow stars, 15) stronger knocked-back pose with mouth open, red crystal fragments flying, and small yellow stars, 16) crouched landing pose with one hand on the ground and eyes focused. Effects: Use only three visible effect types: red curved motion trails for attacks, yellow-orange comic impact bursts, and tiny star/crystal hit effects. Keep all effects pixelated and consistent with the sprite style. Constraints: The sheet must look like a polished retro fighting-game sprite set, not a modern vector illustration. Keep the same character design, scale, colors, and headdress details across all 16 poses. Avoid text, extra characters, background scenery, blur, gradients outside pixel-art shading, or inconsistent costume details.
Generates a 16-frame pixel-art fighting combo sprite sheet of a cute bull mascot for game animation or GIF creation.
Goal: Create a pixel-art sprite sheet for a looping fighting-game combo animation featuring a cute chibi bull mascot named {argument name="character name" default="Niulai"}. Canvas: Square sprite sheet on a pure black background, arranged as exactly 16 evenly spaced frames in a 4 columns by 4 rows grid. No frame borders, no labels, no UI, no text. Each sprite should be centered in its cell with consistent scale, leaving generous black spacing between frames. Character design: A small rounded chibi bull with a bright {argument name="body color" default="golden yellow-orange"} body, oversized head, short limbs, clenched fists, dark gray curved horns, orange pointed ears, pale pink muzzle, small rectangular black eyes, cream hooves, and a thin tail ending in a dark tuft. Give it a determined but cute fighting expression. Use crisp retro game pixel art with visible square pixels, soft 2D shading, black/dark outline, and slight glow on impact effects. Frame sequence: Show exactly 16 discrete sprites, ordered left to right, top to bottom, forming one smooth loop. 1. Front-facing idle stance, fists raised near chest, eyes open. 2. Same idle stance, eyes closed in a blink. 3. Slight side-facing guard stance, body angled right, one fist chambered. 4. Side-facing wind-up, right fist beginning to extend. 5. Left straight punch fully extended, yellow speed streaks trailing behind the fist. 6. Second straight punch with stronger horizontal motion blur behind the arm. 7. Right punch with a bright yellow crescent slash arc sweeping upward in front of the fist. 8. Punch impact frame with a sharp yellow-white starburst explosion at the fist. 9. Knee lift preparation, one knee raised high, fists guarded. 10. High side kick, leg extended horizontally, yellow curved light blade trailing from the kick. 11. Back-facing spinning kick, body turned away, leg extended left, yellow crescent arc sweeping across the back. 12. Ground slam, bull crouched low on all fours, head forward, yellow-white sparks and impact lines bursting from the ground. 13. Low crouch recovery, one hand near the floor, tail visible, expression focused. 14. Return to front-facing guard stance, fists raised. 15. Idle stance again, centered and stable. 16. Final idle blink frame, eyes closed, ready to loop seamlessly back to frame 1. Visual style: {argument name="art style" default="16-bit pixel art game sprite"}, clean readable silhouettes, saturated colors, minimal background, dynamic arcade fighting animation effects in yellow and white. Keep every frame as a separate static sprite pose, not a motion blur composite except where specified. Constraints: exactly 16 bull sprites, exactly 4 by 4 grid, black background only, no captions or numbers, no extra characters, no watermark, no cropping, consistent character proportions across all frames.
Creates a 4x4 retro pixel art sprite sheet of a streetwear girl performing skateboard tricks for animations or games.
Goal: Create a clean 4x4 pixel-art sprite sheet of {argument name="character name" default="a stylish street girl"} skateboarding, suitable for animating into a GIF. Canvas: Square canvas, white or transparent background, no borders, no text, no watermark. Arrange exactly 16 separate full-body sprites in an evenly spaced 4 columns by 4 rows grid, each sprite isolated with consistent scale and generous white space. Visual style: High-quality retro pixel art with crisp blocky edges, limited palette, soft cel shading, cute chibi proportions, expressive face, dynamic hair motion, and a video-game character sprite-sheet feel. Character details: A young streetwear girl with {argument name="hair color" default="long messy blonde hair"} blowing with motion, small blue eyes, peach skin, silver hoop earrings, chunky silver chain necklace, oversized dark olive bomber jacket, black cropped top, baggy black pants, and white sneakers. Keep her proportions and outfit consistent across all frames. Skateboard details: A black skateboard with a tan wooden edge, small beige wheels, and pixelated trucks. The board angle changes with the trick, but the design remains consistent. Sprite count and poses: Include exactly 16 sprites, ordered left to right, top to bottom: 1. Standing upright on the skateboard, rolling forward, hair streaming left. 2. Beginning to crouch on the board, knees bent, one hand low. 3. Deep crouch preparing for a trick, body leaning forward. 4. Very low crouch, face focused, one hand near the board. 5. Rolling with board slightly tilted upward, crouched and balanced. 6. Popping the board upward, front foot lifting, hair flying. 7. Midair trick with board angled diagonally, arms out for balance. 8. Higher midair trick, board steeply angled, tongue sticking out playfully. 9. Peak jump pose, arms wide, tongue out, board crossing diagonally beneath her. 10. Descending from the trick, board nearly level, arms extended. 11. Landing crouch, board angled slightly, focused expression. 12. Stabilizing after landing, low stance with arms out. 13. Low rolling landing with small motion marks beside the wheels. 14. Rising from crouch while rolling forward, side profile. 15. Upright cruising pose, side profile, relaxed expression. 16. Rear-view cruising pose, showing her back and flowing hair. Constraints: Keep all 16 sprites the same character and scale, preserve a tidy grid layout, avoid extra props, avoid background scenery, and make the sheet readable as an animation sequence.
An image transformation prompt that converts photos into high-end posters, splitting the frame into real photography and seashell-textured pixel art.
请将我上传的每一张照片分别制作成一张独立的高级设计海报,不多图拼接,每张照片单独输出。整体采用3:4竖版构图,上下两个区域高度严格1:1,各占画面50%。 上半部分保留原始照片,保持主体身份、结构、姿态、真实质感、自然光影和原有色彩氛围,仅进行轻微高级调色,使其具有艺术杂志、独立出版物与展览图像质感。为适配画幅,可自然扩展环境背景,但不得拉伸、扭曲或改变主体。 下半部分先理解原照片最值得被记住的**主体、基本构图、透视关系、结构走势、视觉记忆点与整体气氛**,再重构为具有材料拼贴感的极简像素景观。不要完整复制照片,而是删去无关细节,只保留最能代表原物的结构、走势和视觉记忆点,通过规则方块的秩序与天然材料质感重新概括,使人能够一眼识别它与上方照片之间的对应关系。 像素模块不是标准数字色块,而像由**粗粝贝壳、贝壳薄片或天然矿物壳层切割而成的小型方形与近方形碎片**。保持明确的几何网格秩序,但边缘可略有崩缺、不完全规整,表面带天然层理、粉质颗粒、轻微凹凸、磨损与不均匀色泽,以哑光、自然、温和的材料感为主。主体核心区域由相对密集的模块聚合成形,边缘逐步减少、缺失、断开和漂浮,让形态从清晰向留白中自然逸散。严格控制模块总量,整体不超过200块,单个模块大小统一或接近统一,避免细碎噪点、标准马赛克和游戏像素感。 构图保持**小尺度章印与大面积留白**的关系,根据主体自身的方向、比例和视觉重心自由安排位置,可偏心、贴边、悬置或局部裁切。主体约占下半部分30%–45%,其余空间主动留空。留白不是空背景,而是与主体、模块密度和消隐边界同等重要的构成元素,通过正负形、疏密、聚散和不对称平衡建立呼吸感、空间感与停顿感。宁可删减信息,也不要填满画面,让主体像一枚被精心安放在大片纸面上的材料章印。 配色从上方照片中提取**最明亮、最鲜活、最有生命力的颜色重新调制**,而不是平均取色或忠实复制原始色值。整体适度提高明度、纯净度与通透感,根据原图自然推导出清澈天空蓝、湖水青、嫩绿、暖黄、珊瑚橙、桃粉等明快综合色,通过清爽冷暖关系形成温暖而治愈的色彩节奏。以大量纯净暖白或与原图综合色温协调的极浅近白色作为呼吸空间,主色明亮、有精神但不刺眼,局部暖橙、金黄、珊瑚红或柔粉可作为阳光般的点睛色。保留贝壳材料自身轻微天然色差与层理,但避免因此变灰、变旧或变脏。避免灰脏、发旧、低沉莫兰迪化、暗褐滤镜、阴郁大地色、荧光色和廉价糖果感。 文字只作极少量编辑性介入,不限制语种,也不预设固定标题或编号。可从照片的主体、地点、动作、情绪或隐喻中自由提炼少量字词或短句,安静地置于留白或主体边缘,与材料模块形成精致的图文关系,不喧宾夺主。 整体呈现**天然材料拼贴、贝壳质感像素、规则几何秩序、渐进消隐、小尺度章印、大面积艺术留白与现代编辑排版**共同构成的高级视觉效果,更像当代材料艺术与设计工作室的重构海报,而不是普通数字像素画。避免完整复制照片、复杂背景、真实细节、标准纯色色块、光滑矢量、塑料马赛克、强珠光、游戏UI感、画面填满、过多文字和模板化效果。
先選擇符合目標的範例,清楚描述主體與預期結果,再加入圖片生成所需的構圖、鏡頭、光線、音訊、動作或版面細節。生成前請替換產品、品牌、參考素材與對白變數。
開啟卡片,對照預覽與原始寫法,再將原始 Prompt 複製到 Topview AI 或相容的生成器。請依專案調整參考素材、限制條件與風格說明。
請將每條提示詞視為展示範例或起點,而非結果保證。應依所選模型檢查品牌準確性、權利、安全性與生成能力。
可以。媒體首頁會連結到獨立分類頁;每個分類頁只保留一種分類條件,讓範例範圍與搜尋意圖更清楚。
目前提示詞庫包含 Seedance 2.5, Seedance 2.0, Wan 3.0, GPT Image 2, Nano Banana Pro, Gemini Omni, Grok Imagine 的範例,實際內容會依媒體類型與篩選條件而異。
目前瀏覽「Pixel Art」風格分類下的圖片提示詞。