Q 版像素战斗精灵图集
生成一张 4×4 的 Q 版武术家像素风战斗游戏精灵图集,包含能量攻击效果,适用于 GIF 或游戏动画工作流。
gpt-image-2.5 · Q 版 / Q 萌风 · 像素艺术 · 游戏素材 · 角色
中文提示词
目标:为 Q 版动漫格斗游戏角色创建一张像素风精灵图集,适用于制作循环战斗 GIF。 画布:512×512 正方形图像,纯黑色背景,采用清晰的最近邻像素渲染,无网格线,无标签,无水印。将精灵排列成均匀的 4×4 图集,共 16 帧独立动画,每帧约占 128×128 的单元格,确保角色比例一致,并在精灵周围留有透明感的空白区域。 主体细节:该角色为 {argument name="character name" default="一位 Q 版蓝发武术英雄"},是一个头部比例夸张的 Q 版格斗家,拥有凌乱的 {argument name="hair color" default="带有明亮电光蓝挑染的黑发"}、蓝色大眼睛、白皙皮肤、坚定的眉毛、白色拳击手套、黑色无袖战斗服配橙色饰边、黑色短裤或护甲片、白色短袜、红白相间的运动鞋以及蓝色小装饰。确保每帧的设计保持一致。 动画布局:包含 16 个独立的精灵姿势,按从左到右、从上到下的顺序排列: 1. 面向左前方的待机准备姿势,双拳举起; 2. 向前俯身起跑姿势,身体向右倾斜; 3. 站立出拳或挥砍,前方带有明亮的蓝色新月形能量弧; 4. 紧凑的冲刺姿势,单拳伸出; 5. 高速水平向右冲刺,身后带有蓝色运动轨迹; 6. 更快的奔跑冲刺,身后拖着更长的蓝色速度线; 7. 近距离橙色能量拳击,向前横扫; 8. 直拳冲击,右侧边缘带有橙色爆炸效果; 9. 旋转踢或勾拳攻击,右侧带有蓝色新月形能量; 10. 上斜向打击,身体倾斜,蓝色能量斩击围绕腿部或手臂; 11. 背向旋转攻击,身体周围环绕圆形蓝色能量旋涡; 12. 侧踢冲击,右侧带有橙色爆炸效果; 13. 低蹲着陆或蓄力姿势,双拳靠近地面; 14. 直立防御姿势,单臂伸出,后手附近有蓝色能量火花; 15. 正面待机战斗姿势,双拳举起; 16. 另一个正面待机姿势,近乎对称,双拳举起。 特效:使用 {argument name="energy color" default="电光蓝"} 表现速度轨迹、弧线和旋转斩击效果,并在受击帧加入橙色和黄色的漫画风格爆炸特效。能量效果应呈现像素化,带有锯齿边缘和明亮的高光。 视觉风格:16 位街机格斗游戏精灵艺术,可爱的 Q 版比例,粗黑轮廓,高对比度,色彩有限但饱和,像素边缘锐利,姿势动态,轮廓清晰,无抗锯齿的绘画式柔和感。 约束:保持 16 帧的整齐 4×4 排列,确保服装和比例一致,不要添加任何文字、UI、帧编号、背景场景或额外角色。
原始提示词
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.