29 KiB
29 KiB
远程生图提示词单(ChatGPT / Gemini 对话式)
开新对话出图:同一角色 2–3 版候选各开新对话(同对话续写=修图);同角色换姿势在同对话续写。分辨率开大档;候选原图存
design/art/candidates/<资产名>/。
1. 主角战斗立绘
先贴基准图再发对应整段:重出攻击态=把 normal+hit 两张定稿成图都贴上当底稿(段尾 Reference fidelity 句按底稿锁死体型与形态,一或两张通吃);新候选开新对话,同对话续写=修图。
旗面注意(2026-09-28 拍板脱钩):棋盘格上的封印旗=封印黑
#000000(旗朱→封印紫→封印黑沿革仅作用于棋盘);人设背包旗=旗朱红矩形旗#C63D22(2026-09-28 拍板与棋盘封印色脱钩,形为矩形非三角)——参考图 normal/hit 的红旗即正确基准,段内措辞以本注记为准。
攻击态
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), his head as wide as his shoulders and about forty percent of his total height, with short little legs, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small adventurer with his azure blue hood taken off his head and draped over his shoulders and around his neck like a short cape, the hood being the only blue clothing, short brown hair, goggles pushed up resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple long-handled round-bladed digging shovel, a straight brown wooden handle nearly as tall as the character with one small flat spade-shaped grey metal digging blade at its far end, a shallow rounded scoop that clearly reads as a shovel head, both hands gripping the handle, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, exactly one large rectangular flag in bright warm red (hex color #C63D22), a simple flat solid rectangle with no patterns, emblem or fringe, bigger than his head on a short wooden pole planted behind his head on the right side of the image exactly as in the reference images, partially hidden behind his head, exactly one small unlit copper lantern hanging from his belt at his side, lantern not glowing, attack pose frozen at the end of a forward thrust: both hands gripping the shovel shaft at chest height, both arms fully extended straight forward in front of him, the wooden handle horizontal, the flat spade blade at the far end pointing forward with its tip facing away from his body, his torso still facing forward and staying upright and compact with no twisting, the backpack still on his back unchanged, the lantern still hanging visible at his belt, feet planted firmly apart on the ground at the bottom of the canvas, determined expression, plain flat light grey background. Character size is locked to the attached reference images: exactly the same head size, body height, body width and position in the frame as the references — feet touching the bottom edge of the canvas, top of the head clearly below the top edge, the figure small in the lower part of the canvas; the whole figure including the shovel stays fully inside the canvas with clear grey margin around it, only his arms and the shovel extend forward in the thrust, the character himself must not become bigger, taller, closer or more realistically proportioned. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, side view or isometric angle; no purple, violet or magenta anywhere; the flag itself must not be black, not purple and not triangular; no red clothing and no gold armor; no glowing lantern, no tied scarf and no hanging scarf tails, no extra accessories or pouches; no short shovel, no shovel blade without its long wooden handle, no mace, no spiked ball, no hammer, no axe, no round ball instead of a shovel blade, no bedroll, no rolled mat, no spiral scroll and no rolled bundle on the backpack, no hanging pouch or satchel, no braid, no ponytail, no hair tie, no rope coil, no fur collar, no fur trim; no enlarged or zoomed-in character, no taller proportions, no long legs, no small head, no missing flag, no triangular pennant flag, no black flag, no flag on the left side of the image; no slash effect, no energy trail, no projectile, no motion blur, no speed lines, no swing arc trail, no afterimage, no wind effect, no overhead swing, no shovel raised above his head. Reference fidelity: every attached image is the base artwork showing this exact same character — the output must look like the very same sprite as the references with only the pose changed. Keep exactly as in the references with no change: the character's size on the canvas (same head size, same body height, same body width), his position in the frame (feet at the bottom edge, clear empty space above the head), the face, hairstyle, goggles, hood draped over his shoulders and around his neck like a short cape, cream tunic, brown belt, dark brown pants, rolled trouser legs, knee pads, boots, gloves, the tan backpack, the large red rectangular flag on its pole planted behind his head on the right side of the image exactly where it is in the references, the copper lantern at his belt, the thin bright cream body outline, the soft oval drop shadow under his feet, and the exact color palette. Change only what the new pose requires: the positions of his two arms and hands and the angle of the shovel. Any visible difference from the references in head size, body size, outfit, prop positions or canvas placement beyond the pose is an error — he must never become bigger, taller, closer or more realistically proportioned. The pose comes only from the description above, do not copy the pose, arms or expression from any reference.
受击态
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small adventurer with his azure blue hood taken off his head and draped over his shoulders and around his neck like a short cape, the hood being the only blue clothing, short brown hair, goggles pushed up resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple long-handled round-bladed digging shovel, a straight brown wooden handle nearly as tall as the character with one round grey metal blade at its far end, lowered in one hand, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, exactly one large rectangular flag in bright warm red (hex color #C63D22), a simple flat solid rectangle with no patterns, emblem or fringe, bigger than his head on a short wooden pole planted behind his head on the right side of the image exactly as in the reference images, partially hidden behind his head, exactly one small unlit copper lantern hanging from his belt, lantern not glowing, recoiling backward, arms raised guarding face, eyes squeezed shut, wincing, clothes flared by impact, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, damage numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, side view or isometric angle; no purple, violet or magenta anywhere; no triangular pennant flag and no black flag; no red clothing and no gold armor; no glowing lantern, no tied scarf and no hanging scarf tails, no extra accessories or pouches; no short shovel, no shovel blade without its long wooden handle, no bedroll or rolled mat on the backpack; no red flash effect. Character reference: every attached image shows this same character — keep his identity, face, hairstyle, outfit, gear, proportions and pixel-art rendering style exactly consistent with all of them; the pose comes only from the description above, do not copy the pose, arms or expression from any reference.
2. 八敌种
贴主角图 + 复制整段(段尾已自带风格锚定句,兼容一或两张参考图;不贴图则删掉段尾 Style reference 句):
地精
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, three-quarter view facing left, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, chubby little goblin, squat round body wider than tall, big round head with large round ears, olive-green skin, narrowed fierce eyes, snarling toothy grin, ragged loincloth, bare simple outfit with no armor plates, tiny wooden club raised in one hand, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, straight front-facing pose, full profile side view or isometric angle; no purple or magenta anywhere. The goblin must stay chubby and squat, never tall, skinny or muscular, with no sharp angles. Style reference: every attached image shows this game's pixel-art characters — match only their rendering style, same pixel density, flat shading, thin bright cream outline and warm limited palette. They are style references only: do not copy clothing, gear or props (hood, backpack, purple flag, shovel, lantern, goggles) from any of them, do not mix features between references, and do not use the hero's blue color for the monster's body.
熊地精(版本 B = 在 round heavy body wider than tall 之后插入 small fur crest ridge along the head, exactly one vertical crest,)
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, three-quarter view facing left, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, stocky burly bugbear, round heavy body wider than tall, long shaggy arms, brown-yellow fur, heavy underbite with two small tusks, small fierce beady eyes, menacing scowl, crude leather straps and loincloth, bare shaggy fur with no armor plates, wooden spiked club resting on shoulder, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, straight front-facing pose, full profile side view or isometric angle; no purple or magenta anywhere. The bugbear must stay stocky and round, never tall or skinny, with no sharp angles. Style reference: every attached image shows this game's pixel-art characters — match only their rendering style, same pixel density, flat shading, thin bright cream outline and warm limited palette. They are style references only: do not copy clothing, gear or props (hood, backpack, purple flag, shovel, lantern, goggles) from any of them, do not mix features between references, and do not use the hero's blue color for the monster's body.
L2 熊地精变体不出图——熊地精定稿后程序换色;直出=把 brown-yellow fur 换成 ash grey fur with dark umber tribe war paint。
食人魔酋长
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, three-quarter view facing left, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, huge fat ogre chieftain, massive round belly, squat heavy body wider than tall, small head with heavy underbite tusks, single bone and feather crown on head, exactly one vertical crest, thick leather straps and bone ornaments, bare thick warm skin with no armor plates, huge wooden club, stern fierce old face, battle-ready snarl, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, straight front-facing pose, full profile side view or isometric angle; no purple or magenta anywhere. The ogre must stay huge and heavy, never small or skinny, with no sharp angles. Style reference: every attached image shows this game's pixel-art characters — match only their rendering style, same pixel density, flat shading, thin bright cream outline and warm limited palette. They are style references only: do not copy clothing, gear or props (hood, backpack, purple flag, shovel, lantern, goggles) from any of them, do not mix features between references, and do not use the hero's blue color for the monster's body.
巨蜘蛛
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, three-quarter view facing left, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small plump spider monster, round fuzzy body, eight short stubby legs, four fierce gleaming eyes, tiny fangs bared, charcoal-brown fur with warm honey belly marking, natural fuzz only with no armor plates, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, straight front-facing pose, full profile side view or isometric angle; no purple or magenta anywhere. The spider must stay small and plump with short stubby legs, never long thin legs, never a realistic spider, never giant. Style reference: every attached image shows this game's pixel-art characters — match only their rendering style, same pixel density, flat shading, thin bright cream outline and warm limited palette. They are style references only: do not copy clothing, gear or props (hood, backpack, purple flag, shovel, lantern, goggles) from any of them, do not mix features between references, and do not use the hero's blue color for the monster's body.
蛛化卓尔精灵
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, three-quarter view facing left, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, drider boss monster, upper body of a dark elf assassin fused with a giant spider lower body, six sharp blade-like legs, jagged chitin armor plates, faint glowing warm-white arcane rune band across the dark elf torso, asymmetric menacing silhouette, pale violet-grey skin, deep magenta-purple chitin accents, glowing magenta eyes, bared fangs, fierce snarl, short white hair, colossal and threatening, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, straight front-facing pose, full profile side view or isometric angle. The drider must stay menacing, jagged and asymmetric, never cute, chubby, round or friendly; its deep magenta-purple chitin accents and glowing magenta eyes are required, magenta is allowed on this boss only. Style reference: every attached image shows this game's pixel-art characters — match only their rendering style, same pixel density, flat shading, thin bright cream outline and warm limited palette. They are style references only: do not copy clothing, gear or props (hood, backpack, purple flag, shovel, lantern, goggles) from any of them, do not mix features between references, and do not use the hero's blue color for the monster's body.
灰矮人
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, three-quarter view facing left, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, stocky grey dwarf duergar warrior, squat round armored body wider than tall, broad shoulders, heavy cold-grey metal plate armor on shoulders and chest, tall ridged helm crest, exactly one vertical crest, long braided grey beard, stern squinting face, fierce battle scowl, huge iron war hammer resting on the ground, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, straight front-facing pose, full profile side view or isometric angle; no purple or magenta anywhere. The duergar must stay stocky and broad, never tall or skinny, never small, with no sharp angles. Style reference: every attached image shows this game's pixel-art characters — match only their rendering style, same pixel density, flat shading, thin bright cream outline and warm limited palette. They are style references only: do not copy clothing, gear or props (hood, backpack, purple flag, shovel, lantern, goggles) from any of them, do not mix features between references, and do not use the hero's blue color for the monster's body.
钩爪恐魔
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, three-quarter view facing left, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, chubby hook horror monster, squat round body wider than tall, bird-like beaked head, narrow predatory eyes, two big curved hook claws curled forward, rounded hook tips with no sharp angles, pale bone-grey chitin skin with warm tan underbelly, bare natural chitin with no armor plates, small hunched stance, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, straight front-facing pose, full profile side view or isometric angle; no purple or magenta anywhere. The hook horror must keep its rounded hook claws, never sharp blades, never long thin legs, never tall or skinny, never a realistic insect. Style reference: every attached image shows this game's pixel-art characters — match only their rendering style, same pixel density, flat shading, thin bright cream outline and warm limited palette. They are style references only: do not copy clothing, gear or props (hood, backpack, purple flag, shovel, lantern, goggles) from any of them, do not mix features between references, and do not use the hero's blue color for the monster's body.
灰矮人石君王
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, three-quarter view facing left, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, duergar king boss monster, massive squat dwarf king, jagged asymmetric obsidian crown, heavy stone slab armor with glowing magenta-purple rune veins, one arm fused with a colossal rough stone hammer, asymmetric menacing silhouette, grey skin with deep magenta-purple accents on cape and armor edges, stern regal expression, commanding majestic presence, colossal and imposing, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, straight front-facing pose, full profile side view or isometric angle. The duergar king must stay colossal, majestic and asymmetric, with a stern commanding presence, never cute, friendly, small or skinny; its magenta-purple rune veins and accents are required, magenta is allowed on this boss only. Style reference: every attached image shows this game's pixel-art characters — match only their rendering style, same pixel density, flat shading, thin bright cream outline and warm limited palette. They are style references only: do not copy clothing, gear or props (hood, backpack, purple flag, shovel, lantern, goggles) from any of them, do not mix features between references, and do not use the hero's blue color for the monster's body.
3. 瓦片纹理
开新对话发整段,出 2×2 四格(左上墙顶/右上裂纹/左下碎石斑/右下地面),按 50% 坐标切图、每格内缩 2–3%。成片瓦片 21 枚由程序从切出的材质合成(词表:design/research/board-tile-vocab-plan-a-2026-09-26.md)。
Seamless tileable pixel art texture sheet for a dungeon board game, arranged as a clean 2x2 grid of four equal square quadrants filling the entire image edge to edge, with no gaps, no dividing lines, no borders, no frames, no grid lines, no labels and no text. Top-left quadrant: warm tan rock surface with subtle darker seams between stone patches and small lighter facets. Top-right quadrant: the same warm tan rock surface but with a few thin darker crack lines scattered across it. Bottom-left quadrant: the same warm tan rock surface but with a few tiny lighter stone speckles sparsely scattered. Bottom-right quadrant: dry dirt ground in a dark warm brown palette around #564232, clearly darker than the tan rock, with a few thin cracks and tiny pebble speckles, sparse. Every quadrant is a flat 2D top-down texture — not an object, no perspective — and each quadrant must wrap seamlessly at its own four edges. Uniform directionless lighting across all four quadrants, no vignette, no cast shadow, no bevel, no edge highlight anywhere. Warm tan-brown palette around #8B755B for the three rock quadrants. Clean retro pixel art look, limited palette, no gradients, no text, square image.