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