fighting-konoha/guide/templates/sprite-request.json

96 lines
3.2 KiB
JSON

{
"cell": {
"width": 320,
"height": 288,
"safe_margin_x": 10,
"safe_margin_y": 8
},
"states": {
"idle": {
"frames": 4,
"fps": 5,
"loop": true,
"action": "Subtle breathing; head and torso steady; feet planted, seamless quiet loop."
},
"walk": {
"frames": 4,
"fps": 10,
"loop": true,
"action": "Right-facing alternating walk: near-leg contact, far-leg passing with feet close, far-leg contact, near-leg passing."
},
"run": {
"frames": 4,
"fps": 13,
"loop": true,
"action": "Right-facing sprint, forward torso lean; alternating wide contact and narrow passing; same anatomy and scale as idle."
},
"jump": {
"frames": 1,
"fps": 10,
"loop": false,
"action": "One athletic airborne pose, bent elbows, one knee moderately raised with shin down, trailing leg relaxed. No rigid idle hover, no kick, no deep tuck."
},
"doublejump": {
"frames": 1,
"fps": 12,
"loop": false,
"action": "One compact tucked airborne pose, both knees together, arms/props close. Full-size head and anatomy. Runtime supplies the 360-degree rotation."
},
"crouch": {
"frames": 4,
"fps": 8,
"loop": false,
"action": "Lower into guard, hold crouch, small guard shift, return toward crouch-ready stance. Bend joints; do not shrink anatomy."
},
"attack1": {
"frames": 4,
"fps": 13,
"loop": false,
"action": "Light combo opener: wind-up, strike, full impact extension, recovery toward idle guard. Adapt gesture to the character's weapon."
},
"attack2": {
"frames": 4,
"fps": 13,
"loop": false,
"action": "Second combo gesture with a different silhouette: wind-up, strike, impact, recovery at consistent body scale."
},
"attack3": {
"frames": 4,
"fps": 11,
"loop": false,
"action": "Heavier finisher: anticipation, strike, full impact, upright recovery matching idle size."
},
"skill1": {
"frames": 4,
"fps": 11,
"loop": false,
"action": "Prepare, aim, fire/cast, recover. No detached projectiles in the character art; movement release belongs to runtime."
},
"skill2": {
"frames": 4,
"fps": 10,
"loop": false,
"action": "Prepare, wind-up, area-impact pose, recover. No dust, debris, shockwaves or detached effects in the sprite."
},
"ultimate": {
"frames": 4,
"fps": 9,
"loop": false,
"action": "Short cast/command sequence, same head and torso scale. Summoned objects and cut-in are separate assets."
},
"hurt": {
"frames": 4,
"fps": 9,
"loop": false,
"action": "Front hit recoil, backward stagger, regain balance, return to guard. Right-facing, no blood or impact effects."
},
"down": {
"frames": 4,
"fps": 7,
"loop": false,
"action": "Fall backward to left: recoil, fall, land on back, lie flat head left/feet right. Identical anatomy; large gaps between poses."
}
},
"style": "Refined hi-bit pixel art, anime chibi; match the approved NEW character base exactly. Same palette, anatomy, outline weight and pixel density in all states."
}