返回创作内容库

4×4 像素风武士刀战斗动作序列图

为 2D 游戏角色生成包含 16 帧像素风剑术攻击序列图,并带有动态元素斩击特效。

gpt-image-2.5 · 像素艺术 · 动漫 / 漫画 · 游戏素材 · 漫画 / 故事板 · 角色

试一试复制喜欢的提示词,在 AnchorDot 中开始创作。
4×4 像素风武士刀战斗动作序列图4×4 像素风武士刀战斗动作序列图

中文提示词

目标:为 {argument name="character name" default="灶门炭治郎"} 创建一套清晰的 4×4 像素风战斗动作序列图,展示一套适用于 2D 动作游戏的连续武士刀攻击动画序列。 画布:正方形白色背景,无边框,无阴影,无标签,无 UI。将 16 个独立的全身精灵图精确排列在 4 列 4 行的网格中,帧与帧之间留出充足的白色间距。每个精灵图应主要面向右侧,采用横版格斗游戏视角,且在整张序列图中保持尺寸和比例一致。 角色细节:动漫风格的鬼杀队剑士,深红色刺猬头,神情坚定,佩戴花札风格的长方形耳饰,身穿绿黑格纹羽织,深色制服,宽松的棕色袴裤,白色绑腿,红黑相间的草鞋,手持一把弯曲的武士刀。使用清晰的像素边缘、有限的调色板、强烈的黑色/深色轮廓、小巧清晰的面部特征以及动态的衣物摆动效果。 动画帧:包含 16 个独立的动作姿态,按从左到右、从上到下的顺序排列。第 1 帧:准备姿势,剑横在身前低位。第 2 帧:下蹲蓄力,身体前倾,剑置于身后或靠近地面。第 3 帧:前冲准备,剑拉至肩后。第 4 帧:高举过顶的蓄力动作,剑戏剧性地高高举起。第 5 帧:首次低位斩击,刀尖处带有蓝色水花特效。第 6 帧:横扫斩击开始,武士刀形成较大的蓝色水弧。第 7 帧:挥剑中段,明亮的蓝色水弧在刀刃后方向上扩展。第 8 帧:完整横扫,剑刃轨迹周围环绕着巨大的卷曲水波。第 9 帧:水之呼吸弧度达到顶点,巨大的圆形蓝色水波在角色身后和上方卷曲。第 10 帧:后续突刺或斩击,水环拖曳在伸出的剑身周围。第 11 帧:斩击消散,破碎的蓝色水滴和部分弧线环绕角色。第 12 帧:挥剑结束,较小的淡化水碎片向右飘散。第 13 帧:低位恢复蹲姿,剑向下。第 14 帧:起身防御姿势,剑尖向上倾斜。第 15 帧:中性准备姿势,剑向前持握。第 16 帧:最终准备姿势,剑向右倾斜,回到待机状态。 特效:攻击动作仅在中间的攻击帧中加入风格化的 {argument name="elemental effect" default="明亮的青蓝色水之呼吸弧线"},并配以水花、水滴和新月形的运动轨迹。保持水特效的透明感但呈现像素化效果,带有白色高光和鲜艳的蓝色轮廓。 风格约束:使其看起来像精致的复古 16 位或 32 位像素序列图,而非渲染插画。在所有 16 帧中保持解剖结构、服装颜色、武器长度和角色比例的一致性。避免出现文字、帧编号、徽标、水印、背景、额外角色、身体部位被裁剪或重复的姿势。

原始提示词

Goal: Create a clean 4×4 pixel-art combat sprite sheet for {argument name="character name" default="Tanjiro Kamado"}, showing one complete sword attack animation sequence suitable for a 2D side-scrolling game. Canvas: Square white canvas, no border, no background scenery, no shadows except subtle pixel grounding if needed. Arrange exactly 16 separate full-body sprites in a perfectly spaced 4-column by 4-row grid, all facing right, each sprite roughly the same scale and centered in its grid cell. Character details: The character is a teenage anime swordsman with spiky dark burgundy hair, determined eyes, hanafuda-style rectangular earrings, a green-and-black checkered haori coat over a dark uniform, loose brown hakama-style pants, white leg wraps, dark red sandals, and a black katana. Keep the character recognizable but rendered as crisp retro pixel art with black outlines, limited colors, and readable small-scale details. Animation sequence: Show exactly 16 discrete poses, counted left to right and top to bottom: 1) ready stance holding katana low in both hands, 2) crouched wind-up with sword drawn back, 3) forward lean with sword raised behind shoulder, 4) high overhead preparation with katana lifted, 5) first low slash beginning with a small blue water splash at the blade tip, 6) stronger horizontal slash with a short blue water arc, 7) broad sweeping slash with a medium crescent of water, 8) extended forward slash with a large blue water wave curling upward, 9) full circular water effect behind the character during the follow-through, 10) forward thrusting follow-through with a large blue crescent wave wrapping around the sword, 11) fading spiral water fragments around the body and blade, 12) final small water droplets dissipating near the blade, 13) low recovery crouch with sword down, 14) standing recovery with sword held diagonally forward, 15) relaxed guard stance with sword forward, 16) return to ready stance holding the katana low. Visual style: Authentic 16-bit / 32-bit fighting-game pixel art, sharp hard-edged pixels, no anti-aliased painterly look, expressive anime proportions with a slightly chibi game-sprite silhouette, dynamic cloth motion in the haori, clear readable sword poses, energetic but compact animation frames. Effects: Use {argument name="elemental effect" default="bright blue water breathing arcs"} only during the middle attack frames. The water should appear as cyan and deep-blue pixelated crescents, splashes, droplets, and curved brush-like waves that grow, peak, and dissipate across frames 5 through 12. Constraints: Exactly 16 sprites, exactly 4 rows and 4 columns, no labels, no UI, no text, no extra characters, no duplicate background elements, maintain consistent character proportions and costume details across every frame.