KAZIK/assets/sprites/arrival/pixel-prompts-v3.json
Artvasil09 3ad5bf4c9d Develop assembly-only casino scenes and native games
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.
2026-10-08 22:39:19 +03:00

45 lines
8.9 KiB
JSON

{
"tool": "built-in image_gen",
"records": [
{
"output": "assets/sprites/arrival/city-tiles-pixel-v1.png",
"mode": "generate",
"prompt": "Use case: stylized-concept. Asset: authentic hand-drawn pixel-art texture atlas for a late-1990s software 2.5D raycaster game, old American working-class city in rain, not photorealistic and not a painted high-resolution illustration. Exactly eight equal square tiles in four columns and two rows, flush grid with no labels or margins. Each tile is genuinely designed as a crisp detailed 128x128 pixel texture with limited palette, visible controlled pixel clusters and dithering, nearest-neighbor-looking edges, no antialiasing. Top row left-to-right: 1 red-brown old brick apartment facade with two worn windows; 2 the entrance of a modest old American corner pub converted into a casino, dark painted wood, two paneled doors, small faded green sign reading CASINO, warm lamps, no palace, no marble, no red luxury canopy; 3 soot-stained alley brick wall with a service door and drainpipe; 4 seamless wet charcoal asphalt and a few small puddles, no perspective. Bottom row: 5 shuttered industrial brick storefront; 6 weathered old shop windows and a wooden doorway; 7 dark blue-gray overcast night sky with layered rain clouds, no buildings, not starry; 8 old slate roof tile material. Facade textures face directly toward camera and can be mapped to rectangular walls; floor and roof tile are flat seamless materials. Restrained charcoal, muted red brick, dirty olive wood, petrol-blue rain, tiny amber light accents. Rich game texture detail, not 16x16 blocks. No ornate European architecture, no photorealism, no glossy AI-realistic lighting, no UI, no watermarks."
},
{
"output": "assets/sprites/arrival/guard-poses-pixel-v3.png",
"mode": "edit",
"source": "assets/sprites/arrival/guard-poses-v2.png",
"prompt": "Use case: style-transfer. Edit target: supplied 32-frame guard sheet. Keep the EXACT eight-column four-row cell layout, same character silhouette, position, scale and poses in every cell. Restyle all 32 frames as detailed genuine late-1990s pixel-art NPC sprites for a Doom/Wolfenstein-style 2.5D software-rendered casino game. Crisp deliberate pixel clusters, palette of about 48 colors, clear face at game scale, black suit with readable dark charcoal folds, white shirt and muted red tie. No smooth realistic skin or photoreal rendering, no painterly brush blur, no antialiased outlines, no 16x16 coarse blocks. Same four action rows: idle, stop hand, inviting gesture, checking guest list. True transparent alpha background, no shadows painted outside the character, no cell lines, labels, UI or watermark. Preserve pose anchors precisely so the sequence can animate without scale changes. The existing realistic sheet is pose reference ONLY; replace its rendering style with real pixel-art drawing."
},
{
"output": "assets/sprites/arrival/alley-cigarette-pixel-v1.png",
"mode": "generate",
"prompt": "Use case: stylized-concept. Asset: eight-frame first-person foreground animation for a rainy old-city alley opening in a 1990s 2.5D pixel-art game. Exactly four columns by two rows, equal 4:3 cells, consistent viewpoint and frame positions. Transparent background with only foreground hand and one fixed trash bin; no scenery. Real detailed pixel-art drawing at logical 160x120 per cell, crisp clustered pixels, about 48 colors, no realistic illustration or smooth gradients, no huge 16x16 blocks. View is from an adult protagonist's own eyes; adult right hand with charcoal coat cuff comes from bottom-right edge, a small lit cigarette between fingers. A dented metal alley trash can occupies the lower-left corner identically in every cell, its opening is at about x=40%, y=70% of each cell. Frame1 hand holding cigarette low; frame2 slight wrist lift; frame3 cigarette held steady after exhaling; frame4 wrist preparing a flick toward the bin; frame5 flicking hand, cigarette beginning flight; frame6 released cigarette visibly in flight toward bin opening, hand withdrawing; frame7 cigarette descending INTO the bin, empty hand low; frame8 no hand and no cigarette, only the same trash can. Physically coherent single cigarette, NOT a flame/explosion, no face/body/person visible, no extra hands. Preserve bin size and fixed bottom-left anchor across all frames, hand scale and action progression. Palette matches dark charcoal, muted brick city's lighting, small warm ember. No text, labels, grid lines, watermarks."
},
{
"output": "assets/sprites/arrival/sidorovich-poses-pixel-v3.png",
"mode": "edit",
"source": "assets/sprites/arrival/sidorovich-poses-v2.png",
"prompt": "Use case: style-transfer. Edit target is supplied Sidorovich merchant animation sheet. Keep EXACT eight-column three-row grid, every pose, fixed seated body/hand anchors and merchandise, same scale and cropping. Restyle all 24 frames into genuine detailed 1990s pixel-art NPC animation matching a Doom-era software-rendered casino: deliberate crisp pixel clusters, limited about 64-color palette, visible dithering in olive jacket folds and skin shadows, no realistic photographic skin or high-resolution brush illustration, no blur or antialiased outlines. Keep the same recognizable bald stocky mustached adult trader, olive-brown worn jacket and off-white shirt, expressive face. First row idle, second row showing merchandise, third row conversational gestures, actual intermediate positions. True transparent background preserved, no scenery, no labels or grid lines, no watermark. Good face detail at a 128x128 logical sprite size; not coarse 16x16 pixel blocks. Pose sheet is a composition reference only, replace its realistic visual rendering with hand-made-looking pixel art."
},
{
"output": "assets/sprites/tables/card-table-pixel-v3.png",
"mode": "edit",
"source": "assets/sprites/tables/card-table-active-v2.png",
"prompt": "Use case: style-transfer. Edit target is the supplied casino card table background. Keep its EXACT composition, camera, empty table playing area, rails, chairs, cropped dealer torso with arms down and out of sight, all object positions. Restyle the image into authentic richly detailed 1990s pixel-art background for a 640x480 software-rendered 2.5D game, designed at logical 320x240 and displayed with exact 2x nearest-neighbor pixels. Hand-crafted deliberate pixel clusters, limited palette and controlled dithering; detailed emerald felt, worn burgundy leather, brass highlights, dark wood and a white-shirt black-waistcoat dealer. NO photorealistic fabrics/skin, no smooth photographic glow, no painted brush-blur or antialiasing, no overly coarse 16x16 art. The supplied image is geometry/composition reference only. Do not add hands, cards, chips, text, UI, watermark or additional people. Same 4:3 aspect. This must match retro pixel-art interior sprites rather than a realistic illustration."
},
{
"output": "assets/sprites/arrival/hall-props-pixel-v2.png",
"mode": "edit",
"source": "assets/sprites/arrival/hall-props-v1.png",
"prompt": "Use case: style-transfer. Edit the provided nine-item casino prop atlas. Keep EXACT 3x3 grid, each object's silhouette, position, scale, contents, game-table layout and three-quarter viewing angle. Convert ONLY the rendering style from realistic illustration into richly detailed authentic 1990s pixel-art world sprites designed for 128x128 logical texture cells in a software 2.5D game. Deliberate crisp pixel clusters and palette dithering, sharp nearest-neighbor-looking contours, readable tiny details, no photorealism, no smooth shiny gradients, no antialiasing, no crude 16x16 block art. Emerald and burgundy tables, dark wood, restrained brass highlights; keep each game table visually distinct. Preserve actual transparent alpha outside every prop, no background shadows/glows, no labels, no text, no grid lines, no watermark. These are inert furniture sprites, not a new scene."
},
{
"output": "assets/sprites/arrival/table-hands-pixel-v3.png",
"mode": "edit",
"source": "assets/sprites/arrival/table-hands-v1.png",
"prompt": "Use case: style-transfer. Edit target: supplied eight-pose hand sprite sheet, exact four-column two-row layout. Preserve every finger pose, cell anchors, hand scale, margins and alpha. Convert to authentic detailed 1990s pixel-art first-person game sprites: deliberate crisp pixel clusters, limited palette, no smooth photorealistic skin, no blurry antialiasing, no coarse 16x16 blocks. Six dealer hands (top four and bottom first two) must have plain ivory-white dress-shirt sleeves above the white cuffs, matching a white-shirt dealer in a black waistcoat. The last two bottom cells are player hands and retain charcoal coat sleeves. Same natural skin tone and casino lighting, no cards, chips, extra hands, labels, grid, scenery or watermark. Genuine transparent background. Hand and wrist positions must match the supplied sheet exactly for runtime anchor alignment."
}
]
}