Add native Durak, poker, blackjack, roulette, Buckshot and billiards scenes with animation assets and regression tests. Improve arrival, city, hall, profiles, shops, audio and exit handling; remove the portable C game core and refresh shipping executables.
29 lines
7 KiB
JSON
29 lines
7 KiB
JSON
{
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"tool": "built-in image_gen",
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"assets": [
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{
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"file": "guard-poses-v2.png",
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"references": [
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"guard-poses-v1.png",
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"../tables/card-table-v1.png"
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],
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"prompt": "Create a NEW improved animation sheet for the attached casino game. Reference1 is ONLY character identity and suit continuity (same adult doorman). Reference2 is the REQUIRED rendering style reference: crisp hand-painted realistic 1990s PC adventure/casino artwork, warm golden light, visible painted shading, NOT photorealistic faces, NOT anime, NOT cartoon, NOT pixel-art outlines. TRUE transparent background. SQUARE canvas, preferably 2048x2048. EXACTLY EIGHT columns x FOUR rows =32 equal PORTRAIT cells, no labels, gridlines or background. Same man's full body in every cell, fixed head/feet anchor, head at8%, shoe soles94%, body all inside with8% margins. Black suit white shirt red tie small brass pin. Same face, proportions, hair, clothing lighting and viewpoint ALL32cells. Consecutive authentic in-between animation poses, not copies. ROW1 frames0-7: relaxed guard's breathing cycle, subtle shoulders rising and falling, small head look right then forward, weight settles without changing feet. ROW2 frames8-15: right hand smoothly lifts from side through bent elbow to an open palm toward visitor, stopping gesture, each of8 positions differs by a small anatomical step, last two hold at full stop. ROW3 frames16-23: hand lowers smoothly, elbow opens outward and palm sweeps toward doorway at image-right inviting entry, eight incremental arm and wrist changes, frame23 holds full inviting pose. ROW4 frames24-31: different idle action, briefly glances at visitor's list held with left hand as a small black clipboard, nods and returns eyes to player with right arm relaxed; eight incremental head, forearm and gaze positions. Intent is32coherent keyframes with small motion between adjacent frames. NO jump cuts between positions within each row. No scene elements, text, weapons or gambling symbols. Real alpha transparency. Artwork must closely match the painting style of reference2 and remain readable at192x256."
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},
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{
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"file": "sidorovich-poses-v2.png",
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"references": [
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"sidorovich-poses-v1.png",
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"../tables/card-table-v1.png"
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],
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"prompt": "NEW animation sprite sheet for the existing casino game. Reference1 identity: SAME recognizable Sidorovich trader from original S.T.A.L.K.E.R., bald stocky older man short moustache stubble olive short-sleeve shirt white undershirt. Reference2 REQUIRED drawing style: crisp hand-painted realistic late1990s PC adventure/casino game art, warm golden light and painted shaded shapes, NOT photographic skin, NOT anime, NOT cartoon. TRUE TRANSPARENT BACKGROUND. Landscape canvas. EXACTLY EIGHT columns x THREE rows =24 equal SQUARE cells. Same seated WAIST-UP character in every cell, fixed torso and head anchor, hands above bottom edge, 12% padding all sides; no clipping across cells. Natural anatomical intermediate movements with small changes between adjacent images in EACH ROW. Row1 eight-frame idle cycle: torso breathes, small face movements, eye blink, glance briefly to the merchandise at his left and back. Row2 eight-step transaction gesture: right hand starts resting, lifts slowly, fingers pinch an emerald clover charm, extends towards visitor, opens palm presenting charm, then begins withdrawing; these are consecutive poses with modest anatomical motion between each. Row3 eight consecutive talking/negotiating poses: mouth varies naturally, eyebrows lift, left hand rises palm up, gestures sideways towards merchandise, nods once and settles. Same camera head proportion bald crown shirt colour facial identity and illumination all24 cells. Artwork detailed but readable at256x256. No table, scenery, scene backdrop, captions or numbers or gridlines. Hands remain inside own cell. This is an animation reference sequence, not unrelated random portraits."
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},
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{
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"file": "card-backs-v1.png",
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"prompt": "stylized-concept game asset, EXACT uniform 4 columns by 4 rows sprite sheet with sixteen separate ornate playing CARD BACKS. True transparent background. No text or digits or labels. Every cell contains exactly ONE upright rectangular playing card, 2:3 aspect ratio, same size and anchor, slight rounded corners, front-on completely flat view, no perspective, 10% transparent gaps around each card. Fine painted ornamental detail but bold readable central emblems for 68x96 pixel display. First thirteen row-major designs: 1 silver grey engraved crosshatch; 2 sapphire blue flowing wave filigree; 3 crimson red interlocked geometric crosses; 4 rich gold sun medallion; 5 ivory recognizable human skull on black with crimson roses; 6 emerald four-leaf clover framed with brass ivy; 7 violet magical star and concentric runic geometry without lettering; 8 black-and-white symmetrical elegant art nouveau flourish; 9 blue diamond gemstone on silver lattice; 10 bronze chess knight and riding heraldry; 11 honeybee in black gold hexagonal comb; 12 teal radial folding fan with ivory arcs; 13 silver spiderweb on burgundy with central spider. Last three designs are midnight moon, jade serpent, pearl compass. All designs DIFFERENT layouts and motifs, elaborate ornamental border, same card dimensions. No humans, no table, no cast shadows, no background scenery, no overlapping cards. Crisp casino adventure game painted realism, no blur or grain."
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},
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{
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"file": "table-hands-v1.png",
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"prompt": "stylized-concept production hand-animation sprite sheet for a first-person casino card game, TRUE transparent background. Exactly 4 columns x 2 rows, 8 equal PORTRAIT cells with transparent 10% margins. Every cell contains just one realistic adult male hand and forearm, white shirt cuff, black waistcoat sleeve. No people/faces, no table/background, NO CARDS OR CHIPS drawn in the image because the game composites its actual cards beneath fingers. Detailed painterly adventure-game realism, soft warm light, natural finger anatomy. Top row the DEALER's right arm enters from TOP RIGHT towards lower-left, wrist and fingertips fixed common anchor roughly x=40% y=70%. Four actual grip poses: 1 fingers spread and slightly curved reaching towards felt; 2 thumb and index closing around an imaginary card corner, fingertips bent, other fingers tucked; 3 holds that invisible card corner with thumb and index, wrist pronated to slide forward; 4 fingers open and flattened to release card onto felt. Bottom row: cell5 dealer hand lifts fingers and retracts toward top; cell6 dealer relaxed hand/forearm withdrawn higher toward top; cell7 PLAYER's right hand enters from BOTTOM RIGHT, curled middle fingers, thumb/index pinching invisible chip stack at upper left around x=40% y=30%; cell8 player hand same wrist location palm low fingers opening to release chips. White cuff recognizable for dealer, player has charcoal cuff. Same scale, strong readable silhouettes. No scenery, no symbols, no labels or dividing borders, no items in hands. Each limb fits its own cell. Transparent backdrop really empty."
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}
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]
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}
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