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Lời nhắc về trò chơi Nano Banana Pro

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Nano Banana Proで遊ぼう 【レトロRPGステータス画面化プロンプト】 ⠀ たくさん遊んでいただけて嬉しいです! それっぽいフィールド背景を配置する バージョンを作りました。 ⠀ 要望があれば街・ダンジョン・城など 作ることもできます。 ⠀ composition: - aspect_ratio: "16:9" ⠀ ここでアスペクト比を指定できます。 作例は - aspect_ratio: "3:4" ⠀ プロンプト: subject: - Transform the character from reference image A into: 1) A main 32x32 Super Famicom-style sprite (max 16 colors). 2) Four field-movement sprites (front, left, right, back), each 16x16 pixels, max 16 colors. - Preserve the character’s recognizable traits, clothing, colors, hairstyle, and silhouette from reference A. - If reference A is not full-body, reconstruct missing parts naturally to create a complete full-body 32x32 sprite. composition: - aspect_ratio: "16:9" - Background should be a retro fantasy-RPG overworld field featuring: - grassy plains (grass tiles) - forest areas (tree tiles) - coastline or water tiles (sea or lake edge) - simple 16-bit-style terrain transitions - no modern or realistic graphics - Place the enlarged 32x32 main sprite on the right. - Place the four 16x16 field sprites horizontally at the main sprite’s feet (front, left, right, back). - Place a retro RPG-style status window on the left. action: - Main sprite: same pose as reference A, converted to pixel art. - Field sprites: neutral standing pose facing front, left, right, back. location: - Retro overworld field environment: - Green grassland tiles - Forest tiles with simple pixel-art trees - Water-edge tiles with pixel waves - Low-detail distant horizon - Old-school RPG map ambience style: - Super Famicom-inspired pixel art. - Main sprite: 32x32, max 16 colors. - Field sprites: 16x16, max 16 colors. - Background: 16-bit overworld field tiles. - Hard-edged pixels; no anti-aliasing; no gradients. - Limited-palette retro look. camera_lighting: - Orthographic, flat. - Minimal shading consistent with pixel-art style. colors: - Sprite palettes limited to 16 colors including transparency. - Background palette: - Various greens for grass - Browns for paths - Blues for water - Dark greens for trees - All colors in retro 16-bit pixel palette style - Status window: - white border - black background - white pixel-font text text: # 名前はひらがな/カタカナで4文字以内。ここを直接書き換えて使用。 - At the top of the status window, center-aligned: - 「ゆうしゃ」  # ←自由に変更(4文字以内) # 区切り線:ウィンドウ幅と一致した1本の水平線のみ - Draw a single-pixel horizontal divider line: - one pixel thick - full width of window - straight - not double-line or decorative # ステータス:項目名は左揃え、数値は3桁右揃え - Display the following stats: - 「せいべつ:      」 - 「レベル:       」   # max 99 - 「HP:          」      # max 999 - 「MP:          」      # max 999 - 「ちから:       」   # max 255 - 「すばやさ:     」   # max 255 - 「かしこさ:     」   # max 255 - 「うんのよさ:   」   # max 255 - 「えろさ:       」   # max 255 (inferred naturally) - 「こうげき力:  」    # max 999 - 「しゅび力:     」   # max 999 - Formatting rules: - Labels left-aligned - Numbers right-aligned in a 3-character field - Monospaced retro pixel-font required edit_instructions: - Convert reference A to a true 32x32 sprite using fixed pixel grid. - If reference is partial-body, reconstruct missing torso, legs, arms, shoes, etc., naturally and consistently. - Generate 4 field sprites (front/left/right/back) at 16x16 (max 16 colors). - Upscale sprites crisply; no smoothing. - Render a retro 16-bit overworld field background with grass, forest, and water tiles. - Status window must have white pixel border and black fill. - Name must be centered, 4 chars max, hiragana/katakana only. - Divider must be a single, pixel-straight line across width. - Stat labels left, numbers right (3-digit width). - Avoid copyrighted UI designs or specific franchise content. references: - A: Character appearance and pose. extras: - Pixel-perfect SFC-style sprite and field map rendering. - Consistent retro palette usage. - Retro RPG mockup layout.
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