Nano Banana Proで遊ぼう
【レトロRPGステータス画面化プロンプト】
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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。
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要望があれば街・ダンジョン・城など
作ることもできます。
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composition:
- aspect_ratio: "16:9"
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ここでアスペクト比を指定できます。
作例は
- aspect_ratio: "3:4"
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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.