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Q 版骑士攻击精灵图表

生成一张 16 帧的像素风攻击动画精灵图表,背景为绿幕,适用于游戏或 GIF 创作。

gpt-image-2.5 · Q 版 / Q 萌风 · 像素艺术 · 动物 / 生物 · 游戏素材 · 漫画 / 故事板 · 角色

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Q 版骑士攻击精灵图表Q 版骑士攻击精灵图表

中文提示词

目标:为 {argument name="character name" default="Quorila Ketel"} 创建一张像素风 2D 游戏精灵图表,该角色为一个身穿铠甲、手持巨大锯齿剑的 Q 版神圣兽骑士。 画布:1:1 正方形图像,背景为明亮的纯色色度键绿(#00ff00),无透明度,无边框,无文字。将精灵按 4x4 网格均匀排列,共计 16 帧独立动画。 主体细节:该角色为一个紧凑的奇幻生物战士,主要面向右侧,身着白色和银色分段式铠甲,带有橙金色点缀,身体后方有黑色斗篷或深色毛发,肩部有大型圆形细节,配有尖刺状盾牌式护甲,腿部短小结实,头盔上方悬浮着橙色发光光环。头盔配有白色面甲、橙色角状冠饰以及华丽的机械/天使风格细节。武器为一把巨大的黑色与金色锯齿大剑,长度几乎与角色相当,持剑姿势较低或以大弧度挥动。采用清晰的复古像素艺术风格,带有厚重的黑色轮廓线、精细的抖动效果、高对比度,以及 JRPG / 手机游戏战斗精灵风格。 布局与帧数:使用精确的 16 帧,从左到右、从上到下排列。每一帧展示相同比例的角色,帧与帧之间保持足够间距,确保互不重叠。 帧描述: 1. 待机准备姿势,剑斜向下指向右侧,角色站姿紧凑。 2. 准备姿势,剑进一步向前延伸,位置偏低且靠右。 3. 类似的向前准备姿势,身体略微前倾,剑低垂并向右延伸。 4. 蓄力姿势,剑被举至角色后方及上方,指向右上角。 5. 强力蓄力,剑斜向左上方抬起,身体下蹲准备攻击。 6. 蓄力中期,剑横跨肩部上方,角色蹲姿更低。 7. 水平攻击开始,剑向右直刺,身体前倾。 8. 首次挥砍后续,在右侧剑身后方添加淡橙色月牙形运动轨迹。 9. 大范围挥砍延续,巨大的橙色弧线在角色和剑身后方扫过。 10. 挥砍冲击巅峰,刀刃上方和后方出现巨大的明亮月牙弧线,地面附近带有少量橙色碎片或火花。 11. 低位后续动作,剑沿地面向右拖动或扫过,伴有橙色尘土、火花和弧形粒子效果。 12. 回复姿势,角色将剑收回身前,无大型弧线。 13. 回到待机帧,剑位置较低,角色趋于平稳。 14. 待机姿势,剑指向右下方,接近初始姿势。 15. 待机姿势,带有轻微的呼吸起伏变化,头盔上方光环保持稳定。 16. 最终待机帧,剑指向右下方,角色完全重置。 视觉风格:低分辨率像素精灵美学,边缘锐利,无抗锯齿模糊,精细的铠甲高光,光环和挥砍特效带有温暖的橙色光晕,斗篷/身体下方有黑色阴影,所有帧的比例和透视保持一致。 约束:不要添加标签、帧编号、UI、水印或背景场景。保持背景为纯绿色以便进行色度键抠图。图像必须作为可用于 GIF 或游戏动画的精灵图表呈现。

原始提示词

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.