奇幻自动战斗游戏精灵图集
生成一张结构化的 36 帧奇幻 RPG 角色精灵图集,用于制作 2D 自动战斗游戏的待机、攻击、防御和死亡动画原型。
- Category
- Charts & Infographics
- Model
- GPT Image 2
- Creator
- Givros
- Source language
- en
- Source ID
- 21166
- Published
- May 17, 2026
Full prompt
Goal: Create a clean fantasy auto-battler character spritesheet showing combat animations for a small party, suitable for turning into 2D game assets.
Canvas: Square white canvas with a faint light-gray grid, like a production sprite sheet. Use crisp high-resolution chibi fantasy game art with transparent-looking white cell backgrounds, strong silhouettes, dark outlines, painterly shading, and dynamic slash/magic effects.
Layout: Make a table with 4 animation columns and 9 character/view rows. The 4 column headers across the top must read exactly: IDLE, ATTACK, DEFEND, DEATH. Put small bold row labels along the left side. Each cell contains one full-body chibi sprite centered in the cell, with no cropping. Keep consistent scale across all sprites.
Rows and visible count: Include exactly 36 discrete sprites total, arranged as 9 rows × 4 columns. The rows are:
1. FRONT VIEW: {argument name="blue knight character" default="a dark-haired human knight in blue-and-gold armor with a blue cape, sword, and blue shield with gold fleur-de-lis"}.
2. BACK VIEW: the same blue knight seen from behind.
3. FRONT VIEW: {argument name="elf archer character" default="a blonde female elf ranger in green leather armor and cloak, carrying a wooden bow"}.
4. BACK VIEW: the same elf archer seen from behind.
5. FRONT VIEW: {argument name="purple mage character" default="a purple-haired mage in dark purple robes holding a glowing violet crystal staff"}.
6. BACK DOS: the same purple mage seen from behind; preserve the slightly mistaken row label text as BACK DOS.
7. FRONT VIEW: {argument name="dwarf warrior character" default="a stocky red-bearded dwarf warrior in heavy black-and-bronze armor with a huge hammer and blue shield"}.
8. BACK VIEW: {argument name="hooded rogue character" default="a black-hooded rogue in dark armor with a red scarf, dual daggers, and tattered cape"}.
9. BACK DOS: the same hooded rogue in an alternate rear/action row; preserve the slightly mistaken row label text as BACK DOS.
Animation details by column: In IDLE, each character stands in a ready pose with weapon visible. In ATTACK, show the character lunging or striking: blue knight sword slash with pale cyan arc, elf firing a green arrow, mage casting a violet magic orb, dwarf swinging hammer with golden arc, rogue dashing with blades and purple motion trails. In DEFEND, show defensive poses: knight raising shield with a small spark, elf bracing with a green circular energy arc, mage surrounded by a violet protective aura, dwarf bracing with hammer and shield, rogue crouching with purple crescent guard effects. In DEATH, each character lies defeated on the ground with dropped weapons and scattered debris; include the knight shield and sword dropped, the elf bow dropped, the mage staff/crystal dropped with purple residue, the dwarf hammer and shield dropped, and the rogue daggers dropped with small dark-red marks.
Visual style: Cute but detailed chibi proportions, fantasy RPG / mobile auto-battler style, three-quarter perspective, expressive poses, saturated colors, clean readable silhouettes, consistent lighting, no background scenery beyond the grid.
Constraints: Use exactly the 4 labeled columns, exactly the 9 labeled rows, and exactly 36 sprite poses. Do not add extra characters, UI buttons, stats, logos, watermarks, or scenery. Keep all text in English and make the table easy to read.Translations
奇幻自动战斗游戏精灵图集
enGoal: Create a clean fantasy auto-battler character spritesheet showing combat animations for a small party, suitable for turning into 2D game assets. Canvas: Square white canvas with a faint light-gray grid, like a production sprite sheet. Use crisp high-resolution chibi fantasy game art with transparent-looking white cell backgrounds, strong silhouettes, dark outlines, painterly shading, and dynamic slash/magic effects. Layout: Make a table with 4 animation columns and 9 character/view rows. The 4 column headers across the top must read exactly: IDLE, ATTACK, DEFEND, DEATH. Put small bold row labels along the left side. Each cell contains one full-body chibi sprite centered in the cell, with no cropping. Keep consistent scale across all sprites. Rows and visible count: Include exactly 36 discrete sprites total, arranged as 9 rows × 4 columns. The rows are: 1. FRONT VIEW: {argument name="blue knight character" default="a dark-haired human knight in blue-and-gold armor with a blue cape, sword, and blue shield with gold fleur-de-lis"}. 2. BACK VIEW: the same blue knight seen from behind. 3. FRONT VIEW: {argument name="elf archer character" default="a blonde female elf ranger in green leather armor and cloak, carrying a wooden bow"}. 4. BACK VIEW: the same elf archer seen from behind. 5. FRONT VIEW: {argument name="purple mage character" default="a purple-haired mage in dark purple robes holding a glowing violet crystal staff"}. 6. BACK DOS: the same purple mage seen from behind; preserve the slightly mistaken row label text as BACK DOS. 7. FRONT VIEW: {argument name="dwarf warrior character" default="a stocky red-bearded dwarf warrior in heavy black-and-bronze armor with a huge hammer and blue shield"}. 8. BACK VIEW: {argument name="hooded rogue character" default="a black-hooded rogue in dark armor with a red scarf, dual daggers, and tattered cape"}. 9. BACK DOS: the same hooded rogue in an alternate rear/action row; preserve the slightly mistaken row label text as BACK DOS. Animation details by column: In IDLE, each character stands in a ready pose with weapon visible. In ATTACK, show the character lunging or striking: blue knight sword slash with pale cyan arc, elf firing a green arrow, mage casting a violet magic orb, dwarf swinging hammer with golden arc, rogue dashing with blades and purple motion trails. In DEFEND, show defensive poses: knight raising shield with a small spark, elf bracing with a green circular energy arc, mage surrounded by a violet protective aura, dwarf bracing with hammer and shield, rogue crouching with purple crescent guard effects. In DEATH, each character lies defeated on the ground with dropped weapons and scattered debris; include the knight shield and sword dropped, the elf bow dropped, the mage staff/crystal dropped with purple residue, the dwarf hammer and shield dropped, and the rogue daggers dropped with small dark-red marks. Visual style: Cute but detailed chibi proportions, fantasy RPG / mobile auto-battler style, three-quarter perspective, expressive poses, saturated colors, clean readable silhouettes, consistent lighting, no background scenery beyond the grid. Constraints: Use exactly the 4 labeled columns, exactly the 9 labeled rows, and exactly 36 sprite poses. Do not add extra characters, UI buttons, stats, logos, watermarks, or scenery. Keep all text in English and make the table easy to read.
奇幻自动战斗游戏精灵图集
zh-CN目标:创建一个整洁的奇幻自动战斗游戏角色精灵图集,展示小型队伍的战斗动画,适合转化为 2D 游戏素材。 画布:带有浅灰色网格的方形白色画布,类似于生产环境的精灵图集。使用清晰的高分辨率 Q 版奇幻游戏美术风格,背景为透明感的白色单元格,具有强烈的轮廓、深色描边、绘画感阴影以及动态的斩击/魔法特效。 布局:制作一个包含 4 列动画和 9 行角色/视角视图的表格。顶部的 4 个列标题必须严格为:IDLE(待机)、ATTACK(攻击)、DEFEND(防御)、DEATH(死亡)。在左侧放置加粗的小型行标签。每个单元格内居中放置一个全身 Q 版精灵,不得裁剪。确保所有精灵的比例保持一致。 行数及可见数量:总共包含 36 个独立的精灵,排列为 9 行 × 4 列。各行内容如下: 1. FRONT VIEW(正面):{argument name="blue knight character" default="一位深色头发的人类骑士,身穿蓝金相间的盔甲,披着蓝色斗篷,手持剑和带有金色鸢尾花图案的蓝色盾牌"}。 2. BACK VIEW(背面):从背后观察的同一位蓝色骑士。 3. FRONT VIEW(正面):{argument name="elf archer character" default="一位金发女性精灵游侠,身穿绿色皮甲和斗篷,携带一把木弓"}。 4. BACK VIEW(背面):从背后观察的同一位精灵游侠。 5. FRONT VIEW(正面):{argument name="purple mage character" default="一位紫发法师,身穿深紫色长袍,手持发光的紫色水晶法杖"}。 6. BACK DOS(背面):从背后观察的同一位紫色法师;保留这一略有错误的行标签文本 BACK DOS。 7. FRONT VIEW(正面):{argument name="dwarf warrior character" default="一位健壮的红胡子矮人战士,身穿厚重的黑铜色盔甲,手持巨锤和蓝色盾牌"}。 8. BACK VIEW(背面):{argument name="hooded rogue character" default="一位戴着黑色兜帽的盗贼,身穿深色盔甲,系着红色围巾,手持双匕首,披着破烂的斗篷"}。 9. BACK DOS(背面):同一位戴兜帽的盗贼,处于另一个背面/动作行;保留这一略有错误的行标签文本 BACK DOS。 各列动画细节:在 IDLE 列中,每个角色都处于准备姿势,武器可见。在 ATTACK 列中,展示角色突刺或攻击:蓝色骑士挥剑带有淡青色弧光,精灵射出绿色箭矢,法师施放紫色魔法球,矮人挥舞锤子带有金色弧光,盗贼冲刺并带有紫色运动轨迹。在 DEFEND 列中,展示防御姿势:骑士举盾并带有小火花,精灵撑起绿色圆形能量弧,法师被紫色保护光环环绕,矮人持锤盾防御,盗贼蹲下并带有紫色新月形防御特效。在 DEATH 列中,每个角色都倒在地上,武器掉落,周围散落着碎片;包括骑士掉落的盾牌和剑、精灵掉落的弓、法师掉落的法杖/水晶及紫色残留物、矮人掉落的锤子和盾牌,以及盗贼掉落的匕首及少量深红色痕迹。 视觉风格:可爱但细节丰富的 Q 版比例,奇幻 RPG / 移动端自动战斗游戏风格,四分之三视角,表情生动的姿势,饱和的色彩,清晰易读的轮廓,一致的光影,网格之外不包含任何背景场景。 约束条件:必须使用 4 个标注列、9 个标注行,且正好包含 36 个精灵姿势。不要添加额外的角色、UI 按钮、属性、Logo、水印或场景。保持所有文本为英文,并确保表格易于阅读。











