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PROJECT CARD] TITLE: PIXEL BLOCKS UI KIT — MODULAR 2D GAME ASSET SHEET META LINE
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PROJECT CARD] TITLE: PIXEL BLOCKS UI KIT — MODULAR 2D GAME ASSET SHEET META LINE

PROJECT CARD] TITLE: PIXEL BLOCKS UI KIT — MODULAR 2D GAME ASSET SHEET META LINE: 16-bit style pixel art / modular ti...

分类
UI 与界面
模型
GPT Image 2
来源作者
Dir Rayh
原始语言
en
浏览量15
来源 ID
42487
发布时间
2026年7月6日
完整提示词
PROJECT CARD]
TITLE: PIXEL BLOCKS UI KIT — MODULAR 2D GAME ASSET SHEET
META LINE: 16-bit style pixel art / modular tile and block set / dual-world platformer aesthetic (city + village) / clean grid-aligned sprites / game-engine-ready asset sheet
PRIORITY: consistent pixel-art tile grid (16x16 or 32x32 base unit), consistent color palette, consistent light source direction across all blocks, transparent background per asset, no anti-aliasing blur — crisp pixel edges only.
[CONTINUITY HEADER]
SHEET ID: PIXEL-BLOCKS-KIT-01
REFERENCE PRIORITY: This sheet controls the visual identity of every tile — same pixel density, same outline weight, same color palette, same lighting angle — across all blocks regardless of theme (urban/city set vs. village/nature set). No stylistic drift between tile categories.
[SCENE PACKET]
PREMISE: A modular pixel-art tileset and environment asset sheet for a 2D dual-world platformer (contrasting "City" and "Village" settings). Each block/tile is a separate, self-contained sprite on a transparent background, aligned to a consistent pixel grid, ready to be imported and sliced into a Godot TileSet resource.
COMPONENTS (each a separate, isolated sprite):
Urban tile set — brick wall block, window block, rooftop edge block, neon sign block, streetlamp block, paved ground block.
Village/nature tile set — stone wall block, wooden fence block, thatched roof block, lantern block, dirt path block, grass ground block.
Shared structural blocks — platform edge (left/mid/right variants), ladder block, staircase block, door/gate block.
Decorative props — small tree, bush, torii-gate fragment, hanging lantern, crate, barrel.
Ground/terrain strip — a long horizontal tileable ground strip for each biome (city pavement strip, village grass-dirt strip).
Background parallax layer tiles — distant rooftops silhouette tile, distant mountain/hill silhouette tile, sky gradient tile (dusk tones).
[ASSET SANITIZATION]
Asset-Base (City): cool-toned brick and concrete textures, muted blue-grey palette, warm window-light accents, subtle neon pink/purple highlights.
Asset-Base (Village): warm-toned wood and stone textures, earthy palette (browns, warm greys), green foliage accents, soft lantern-glow highlights.
No existing IP, no copyrighted structures — fully original modular block designs intended for game-asset use only.
[IDENTITY CONSISTENCY]
Keep the same pixel grid resolution, same outline thickness (1px dark outline), same shading style (2-3 tone flat shading, no gradients), and same light source (top-left) consistent across every single block in both the city and village sets. No block should look like it belongs to a different rendering style.
[SHEET PURITY]
Clean professional tileset sheet — each block/tile separated by clear transparent padding, arranged in an organized grid (rows grouped by category: structural, decorative, ground strips, background layers). Fully transparent PNG background. No text labels, no frame numbers, no drop shadows outside the sprite itself — only the pixel art tiles as they would appear in an actual game engine tileset.
[MASTER TILE RULE]
Every tile must be: (a) perfectly aligned to the base grid unit (e.g. 32x32px) with no overhang beyond its bounding box, (b) seamlessly tileable on at least one axis where relevant (ground strips, wall blocks), (c) isolated with no overlap onto neighboring tiles, (d) readable at small in-game scale without losing silhouette clarity.
[STYLE LOCKS]
STYLE LOCK: classic 16-bit/32-bit pixel art, crisp hard edges, no blur or anti-aliasing, flat cel-shaded color fills.
COLOR LOCK: two distinct but harmonious palettes — cool urban palette for City tiles, warm earthy palette for Village tiles — both sharing a common dusk/twilight accent tone (soft purple-pink) as a unifying bridge color.
GRID LOCK: identical pixel unit size and proportion across every tile in the sheet.
LIGHT LOCK: consistent single light source (top-left, soft warm highlight) with matching shadow direction (bottom-right, cool-toned shade) on every block.
BACKGROUND LOCK: full transparency behind every individual tile, no exceptions.
[NEGATIVE / AVOID]
Do not blend or smooth pixel edges — no anti-aliasing.
Do not mix lighting directions between tiles.
Do not let tiles touch or overlap each other in the sheet.
Do not change the pixel grid scale between city and village sets.
Do not add text, numbers, or UI labels onto any tile.
Do not add a scene background behind the tiles — transparency only.
Do not include characters or sprites with animation frames in this sheet — blocks/tiles only.
Do not round or organically distort the tile edges — keep clean rectangular/modular silhouettes suited for a tile grid.
[SHEET LAYOUT]
GRID: Organize tiles in labeled-free rows by category — Row 1: City structural blocks. Row 2: Village structural blocks. Row 3: Shared platform/ladder/door blocks. Row 4: Decorative props (both themes side by side). Row 5: Ground/terrain tileable strips (city + village). Row 6: Background parallax layer tiles. Consistent spacing between all rows and tiles for easy manual or automated slicing into a Godot TileSet/AtlasTexture
多语言版本

PROJECT CARD] TITLE: PIXEL BLOCKS UI KIT — MODULAR 2D GAME ASSET SHEET META LINE

en

PROJECT CARD] TITLE: PIXEL BLOCKS UI KIT — MODULAR 2D GAME ASSET SHEET META LINE: 16-bit style pixel art / modular tile and block set / dual-world platformer aesthetic (city + village) / clean grid-aligned sprites / game-engine-ready asset sheet PRIORITY: consistent pixel-art tile grid (16x16 or 32x32 base unit), consistent color palette, consistent light source direction across all blocks, transparent background per asset, no anti-aliasing blur — crisp pixel edges only. [CONTINUITY HEADER] SHEET ID: PIXEL-BLOCKS-KIT-01 REFERENCE PRIORITY: This sheet controls the visual identity of every tile — same pixel density, same outline weight, same color palette, same lighting angle — across all blocks regardless of theme (urban/city set vs. village/nature set). No stylistic drift between tile categories. [SCENE PACKET] PREMISE: A modular pixel-art tileset and environment asset sheet for a 2D dual-world platformer (contrasting "City" and "Village" settings). Each block/tile is a separate, self-contained sprite on a transparent background, aligned to a consistent pixel grid, ready to be imported and sliced into a Godot TileSet resource. COMPONENTS (each a separate, isolated sprite): Urban tile set — brick wall block, window block, rooftop edge block, neon sign block, streetlamp block, paved ground block. Village/nature tile set — stone wall block, wooden fence block, thatched roof block, lantern block, dirt path block, grass ground block. Shared structural blocks — platform edge (left/mid/right variants), ladder block, staircase block, door/gate block. Decorative props — small tree, bush, torii-gate fragment, hanging lantern, crate, barrel. Ground/terrain strip — a long horizontal tileable ground strip for each biome (city pavement strip, village grass-dirt strip). Background parallax layer tiles — distant rooftops silhouette tile, distant mountain/hill silhouette tile, sky gradient tile (dusk tones). [ASSET SANITIZATION] Asset-Base (City): cool-toned brick and concrete textures, muted blue-grey palette, warm window-light accents, subtle neon pink/purple highlights. Asset-Base (Village): warm-toned wood and stone textures, earthy palette (browns, warm greys), green foliage accents, soft lantern-glow highlights. No existing IP, no copyrighted structures — fully original modular block designs intended for game-asset use only. [IDENTITY CONSISTENCY] Keep the same pixel grid resolution, same outline thickness (1px dark outline), same shading style (2-3 tone flat shading, no gradients), and same light source (top-left) consistent across every single block in both the city and village sets. No block should look like it belongs to a different rendering style. [SHEET PURITY] Clean professional tileset sheet — each block/tile separated by clear transparent padding, arranged in an organized grid (rows grouped by category: structural, decorative, ground strips, background layers). Fully transparent PNG background. No text labels, no frame numbers, no drop shadows outside the sprite itself — only the pixel art tiles as they would appear in an actual game engine tileset. [MASTER TILE RULE] Every tile must be: (a) perfectly aligned to the base grid unit (e.g. 32x32px) with no overhang beyond its bounding box, (b) seamlessly tileable on at least one axis where relevant (ground strips, wall blocks), (c) isolated with no overlap onto neighboring tiles, (d) readable at small in-game scale without losing silhouette clarity. [STYLE LOCKS] STYLE LOCK: classic 16-bit/32-bit pixel art, crisp hard edges, no blur or anti-aliasing, flat cel-shaded color fills. COLOR LOCK: two distinct but harmonious palettes — cool urban palette for City tiles, warm earthy palette for Village tiles — both sharing a common dusk/twilight accent tone (soft purple-pink) as a unifying bridge color. GRID LOCK: identical pixel unit size and proportion across every tile in the sheet. LIGHT LOCK: consistent single light source (top-left, soft warm highlight) with matching shadow direction (bottom-right, cool-toned shade) on every block. BACKGROUND LOCK: full transparency behind every individual tile, no exceptions. [NEGATIVE / AVOID] Do not blend or smooth pixel edges — no anti-aliasing. Do not mix lighting directions between tiles. Do not let tiles touch or overlap each other in the sheet. Do not change the pixel grid scale between city and village sets. Do not add text, numbers, or UI labels onto any tile. Do not add a scene background behind the tiles — transparency only. Do not include characters or sprites with animation frames in this sheet — blocks/tiles only. Do not round or organically distort the tile edges — keep clean rectangular/modular silhouettes suited for a tile grid. [SHEET LAYOUT] GRID: Organize tiles in labeled-free rows by category — Row 1: City structural blocks. Row 2: Village structural blocks. Row 3: Shared platform/ladder/door blocks. Row 4: Decorative props (both themes side by side). Row 5: Ground/terrain tileable strips (city + village). Row 6: Background parallax layer tiles. Consistent spacing between all rows and tiles for easy manual or automated slicing into a Godot TileSet/AtlasTexture

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