180 lines
12 KiB
Markdown
180 lines
12 KiB
Markdown
# Template Prompt Sprite
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Format final proyek: [character-workflow.md](character-workflow.md). Default walk/run empat frame; jump dan doublejump masing-masing satu pose. Bagian enam-frame walk di bawah adalah opsi pengembangan, bukan default template.
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Ganti bagian `<…>`. Tulis prompt dalam bahasa Inggris (model gambar paling patuh dengan bahasa Inggris).
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## Prinsip
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- **Deskripsi fisik karakter hanya ditulis lengkap di prompt base.** Di prompt strip, cukup "match reference 1
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exactly" + palet singkat. Deskripsi panjang di prompt strip bersaing dengan referensi dan mengubah identitas.
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- **Prompt strip hanya tentang gerakan + aturan layout.**
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- Sebut jumlah pose, arah hadap, "same scale / same ground line", dan larangan efek lepas di **setiap** strip.
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- Minta tinggi karakter dalam persen tinggi gambar (mis. 60–70 %) supaya pose tidak terpotong dan ada jarak antar pose.
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## Base
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```
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Game sprite, full-body side view of <deskripsi karakter: usia, peran>, standing in a relaxed idle pose,
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facing RIGHT (side view as in a 2D side-scrolling platformer).
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<Gaya: mis. Hi-bit pixel art like modern high-detail indie platformers: clean readable pixel clusters,
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1 px dark outline, soft hand-placed shading, NOT chunky low-res blocks, NOT blurry painting.>
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Character design: <pakaian, warna utama, aksesori, senjata di tangan mana, perisai di tangan mana>.
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<Proporsi: mis. about 4 heads tall>.
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The whole body<, weapon, cape, hair> fully visible and uncropped, centered, occupying about 70% of the image
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height, feet on an invisible ground line near the bottom.
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Background: perfectly flat solid pure <magenta #FF00FF>, no gradient, no floor, no shadow, no text, no border.
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Do not use any <pink, red or purple> on the character.
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```
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Setting: rasio 1:1, kualitas high. Generate 2–4 varian, pilih satu.
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## Strip gerakan
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Lampirkan: **referensi 1 = base**, **referensi 2 = layout guide (N kotak)**. Rasio: selebar yang didukung (mis. 21:9).
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```
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Create a single horizontal sprite strip for the 2D side-scrolling game character '<id>' in the state '<state>'.
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Reference 1 = the canonical character design (identity). Reference 2 = layout guide, used ONLY for frame
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count, slot spacing, centering and safe padding; never draw the guide itself.
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Style contract: match reference 1 EXACTLY: same pixel density (logical pixel block size), same body
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proportions, same outline weight, same palette (<palet singkat>), same shading, same detail level.
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Do not restyle, do not change proportions. Same props: <senjata/aksesori + tangan>.
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Animation action: <deskripsi gerakan per frame, lihat contoh di bawah>.
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Rules: This row owns motion only; keep identity identical in every frame. No detached effects, no motion
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lines, no smears, no afterimages, no glows, no floor shadows, no dust, no text, no labels, no frame numbers,
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no grid, no scenery.
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Layout: exactly <N> full-body poses, left to right, in one horizontal row, all facing RIGHT. Treat the image
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as <N> equal-width invisible slots; center exactly one complete, uncropped pose in each slot, all at the
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same scale and on the same ground line, each pose about <60–70>% of the image height, with clear
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<magenta> gap between neighbouring poses. No pose (including <weapon/cape>) may touch or overlap a
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neighbouring pose. Background: perfectly flat pure <magenta #FF00FF> across the whole image.
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Do not use <magenta, pink, red or purple> on the character. Output only the sprite strip image.
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```
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## Contoh deskripsi gerakan
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| State | Frame | Deskripsi |
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|---|---|---|
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| idle | 4 | subtle breathing: chest rises and falls, cape sways slightly, feet planted in the same place in every frame; frames 1 and 4 connect into a loop |
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| walk | 4 | near-leg contact, far-leg passing dengan kaki rapat, far-leg contact, near-leg passing |
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| run | 4 | pola contact/passing sama, torso condong dan langkah sprint; jangan duplikasi walk |
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| jump | 1 | pose udara atletis dengan siku dan lutut menekuk; lintasan naik/turun dari fisika |
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| doublejump | 1 | pose tuck dengan kedua lutut rapat; rotasi penuh dari runtime |
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| attack ringan | 4 | 1 wind-up (weapon pulled back), 2 swing forward, 3 full extension, 4 recover to guard; feet roughly in place |
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| attack berat | 4 | 1 weapon raised high, 2 swinging down, 3 impact low in front, 4 recover |
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| tusukan | 4 | 1 weapon pulled back at hip, 2 step forward, 3 full lunge straight forward, 4 back to guard |
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### Opsi enam frame untuk memperbaiki walk
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Model sering menggambar 6 pose "kaki terbuka" yang mirip tanpa pergantian kaki. Sebut kaki mana di depan per
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frame, dan lampirkan strip walk yang sudah benar (karakter lain boleh) sebagai **referensi 3 = gerakan saja**:
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```
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Reference 3 = a walk cycle of a different character: use it ONLY as a motion reference for how the legs
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alternate (leg timing and foot contacts). Do NOT copy its character, armor, colors or weapon.
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A TRUE ALTERNATING 6-frame walk cycle moving to the RIGHT. The two legs MUST swap: the far leg (his LEFT
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leg, slightly darker) and the near leg (his RIGHT leg, lighter) take turns being in front:
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- frame 1: CONTACT — near RIGHT leg forward with heel down, far LEFT leg behind on its toes, legs wide apart
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- frame 2: DOWN — weight on the right leg, knee bent, left leg starting to lift behind
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- frame 3: PASSING — left leg swinging forward and crossing next to the right leg, knees close together
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- frame 4: CONTACT — far LEFT leg now forward, near RIGHT leg behind on its toes (mirror of frame 1)
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- frame 5: DOWN — weight on the left leg, right leg lifting behind
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- frame 6: PASSING — right leg swinging forward crossing next to the left leg, knees close together
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In frames 3 and 6 the feet must be close together. In frames 1 and 4 a DIFFERENT leg is in front.
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```
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Generate 2 varian, cek dengan `measure_atlas.py` (baris "jarak kaki": harus lebar-rapat-lebar-rapat).
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## Tips mengurangi frame beda ukuran sejak awal
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- Tulis **"all at the same scale and on the same ground line"** dan **"about X% of the image height"** di setiap strip.
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- Untuk idle, tulis **"feet planted in the same place in every frame"** — model cenderung "zoom" frame napas.
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- Pose dengan senjata terangkat membuat model mengecilkan badan agar muat → minta persen tinggi yang
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sudah memperhitungkan senjata ("at most 70% including the raised sword").
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- Tambahkan di strip aksi: **"the character's body and head must be exactly the same size as in reference 1;
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if the weapon does not fit, make the weapon overlap the slot padding — never shrink the character."**
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Tetap wajib diukur (sprite-qa.md) — kalimat ini mengurangi, bukan menghilangkan, masalahnya.
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- Tetap anggap hasilnya **tidak** konsisten 100 %: selalu ukur (sprite-qa.md).
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## Base karakter baru: identitas berbeda secara eksplisit
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Jangan lampirkan gambar karakter roster lama pada generasi base baru. Isi semua pembeda berikut secara konkret; jangan hanya menulis "different character":
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Create an original <Mecha / Demi-Human> fighter from scratch. Shared art style:
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fine hi-bit pixel clusters, crisp dark outlines, rich shading, anime chibi anatomy.
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Unique silhouette: <shape>. Hair: <shape, length, color>. Face: <features/expression>.
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Dominant palette: <colors>. Outfit construction: <specific garments and materials>.
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Anatomy / fighting tools: <specific differences>. Signature accessory: <feature>.
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EXCLUDE these existing-roster identity features: <explicit list of old features>.
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Do not create a recolor or add animal ears to an existing design.
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Keep the full body, ears, tail, weapons and mechanical parts visible, facing RIGHT.
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Pure flat <CHROMA> background; no floor, shadows, scenery, text or effects.
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Sesudah base baru dikunci, base itu menjadi referensi identitas semua row. Untuk Demi-Human, telinga/ekor menambah silhouette, bukan alasan mengecilkan badan agar tinggi totalnya sama dengan rambut ARCO. Periksa pembeda visual terhadap roster sebelum membuat animasi.
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## Jump final: satu pose atletis, bukan idle melayang
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Referensi1=base baru; referensi2=idle karakter yang sama untuk proporsi.
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ONE SINGLE full-body sprite of the same character as reference 1; reference 2 is
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the idle anatomy reference. Match head-to-torso size, neck-to-belt length, limb
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lengths, palette, outline weight and pixel density exactly. Facing RIGHT.
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A natural athletic airborne JUMP: slight forward torso lean, bent elbows with
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weapon/large arm near the ribs for balance; near knee moderately lifted with
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lower leg pointing DOWN; far leg relaxed behind with a soft knee bend, boot down.
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No rigid standing-hover pose, no arms hanging straight, no deep crouch or tuck,
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no straight kicking leg. The game will HOLD this one pose during the flight arc.
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Complete uncropped body and accessories, centered, about 70 percent canvas height.
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Pure flat <CHROMA> background. No shadow, ground, glow, particles, text, or guides.
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Rasio1:1. Jangan menambah beberapa gerakan hanya untuk membuat jump terlihat hidup. Pilih pose yang sudah atletis, lalu periksa ukuran badan/kepalanya terhadap idle pada baseline sama.
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## Double jump final: satu pose menggulung
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ONE SINGLE full-body airborne TUCK pose of the exact same character as reference 1.
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Both knees pulled TOGETHER toward the chest, both arms and accessories close around
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the folded legs, boots together. Compact rounded silhouette for a forward somersault.
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Head initially upright and visible, facing RIGHT; the game rotates the WHOLE pose.
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Keep the same head size, torso thickness and anatomical limb lengths as idle.
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Limbs fold through their joints; do not shrink the character. No extended kick,
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no punch, no running stride, no detached effects or duplicate limbs.
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Generous padding on pure flat <CHROMA>. No shadow, glow, scenery, text, or guides.
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Rasio1:1. Tuck boleh lebih pendek sebagai silhouette karena lutut ditekuk. Jangan membesarkannya sampai tinggi idle; ukur kepala/torso, lalu pilih pivot yang menjaga perpindahan pusat tubuh/head tetap wajar.
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## Recovery dan pose ultimate tidak mengecil
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Untuk row aksi tambahkan:
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Preserve the same anatomical scale in every pose. The final upright recovery must
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match the idle reference in head size, shoulder width, crown-to-belt span and leg
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length. Never compress the torso or shorten the legs to fit an extended weapon.
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Maintain clear blank gaps between poses; no limb may touch a neighboring pose.
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Untuk summon gunakan empat pose command singkat, bukan empat gambar VFX:
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Four poses: upright preparation, raise/brace the casting arm, open hand or command
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gesture, return to the original upright idle stance. Knees only slightly soft;
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keep head and pelvis height consistent. No summoned creatures, drones, laser,
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magic circle, aura or particles in the character row.
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Pose rebah/serangan memanjang sering perlu persen tinggi sumber lebih kecil (contoh35–50%) agar badan horizontal muat di slot. Minta **semua pose pada skala anatomi sama**, lalu lakukan normalisasi dari original; jangan membiarkan model mengecilkan hanya pose rebah/impact.
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## Portrait, cut-in, ikon, dan prop
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Gunakan Seedream sesuai [character-workflow.md](character-workflow.md). Referensi identitas boleh base, tetapi hasil harus ilustrasi baru, bukan crop sprite lama.
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- Portrait1:1: close-up wajah/bahu, ekspresi khas, siluet terbaca dalam frame HUD kecil, palet karakter konsisten; tanpa border/teks yang akan dibuat oleh UI.
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- Cut-in21:9: wajah/gesture di kiri, ruang gelap di kanan untuk judul HTML; komposisi dinamis, tanpa tulisan. Desain baru sesuai karakter. Referensi game lain hanya pola presentasi banner, bukan materi yang disalin.
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- Ikon1:1: satu simbol serangan yang terbaca pada 64 px, background navy gelap, tidak ada angka/keybind/border. Buat gambar berbeda untuk setiap skill.
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- Prop summon: objek penuh, arah/muzzle jelas, background chroma, tanpa laser/trail baked. Setelah cutout, ukur titik keluarnya efek pada aset final.
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Prompt aktual ARCO tersedia pada log yang ditautkan di [arco-reference.md](arco-reference.md). Gunakan sebagai contoh struktur; ganti identitas, anatomi, gesture, dan palet untuk karakter baru.
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