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Nano Banana Pro 游玩提示
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Nano Banana Pro 游玩提示

Nano Banana Proで遊ぼう 【レトロRPGステータス画面化プロンプト】 ⠀ たくさん遊んでいただけて嬉しいです! それっぽいフィールド背景を配置する バージョンを作りました。 ⠀ 要望があれば街・ダンジョン・城など 作ることもできます。 ⠀ composition: - aspect_ratio: "16:9" ⠀ ここでアスペクト比を指定できます。 作例は - aspect_ratio: "3:4" ⠀ プロンプト: subject: - Transform the character from reference image A into: 1) A main 32x32 Super Famicom-style sprite (max 16 colors). 2) Four field-movement sprites (front, left, right, back), each 16x16 pixels, max 16 colors. - Preserve the character’s recognizable traits, clothing, colors,

Category
Photography & Realism
Model
Nano Banana Pro
Creator
てんねん
Source language
zh-CN
Views1
Source ID
nano-banana-pro-gameplay-prompt
Full prompt
Nano Banana Proで遊ぼう
【レトロRPGステータス画面化プロンプト】
⠀
たくさん遊んでいただけて嬉しいです!
それっぽいフィールド背景を配置する
バージョンを作りました。
⠀
要望があれば街・ダンジョン・城など
作ることもできます。
⠀
composition:
- aspect_ratio: "16:9"
⠀
ここでアスペクト比を指定できます。
作例は
- aspect_ratio: "3:4"
⠀
プロンプト:
subject:
- Transform the character from reference image A into:
1) A main 32x32 Super Famicom-style sprite (max 16 colors).
2) Four field-movement sprites (front, left, right, back), each 16x16 pixels, max 16 colors.
- Preserve the character’s recognizable traits, clothing, colors, hairstyle, and silhouette from reference A.
- If reference A is not full-body, reconstruct missing parts naturally to create a complete full-body 32x32 sprite.
composition:
- aspect_ratio: "16:9"
- Background should be a retro fantasy-RPG overworld field featuring:
- grassy plains (grass tiles)
- forest areas (tree tiles)
- coastline or water tiles (sea or lake edge)
- simple 16-bit-style terrain transitions
- no modern or realistic graphics
- Place the enlarged 32x32 main sprite on the right.
- Place the four 16x16 field sprites horizontally at the main sprite’s feet (front, left, right, back).
- Place a retro RPG-style status window on the left.
action:
- Main sprite: same pose as reference A, converted to pixel art.
- Field sprites: neutral standing pose facing front, left, right, back.
location:
- Retro overworld field environment:
- Green grassland tiles
- Forest tiles with simple pixel-art trees
- Water-edge tiles with pixel waves
- Low-detail distant horizon
- Old-school RPG map ambience
style:
- Super Famicom-inspired pixel art.
- Main sprite: 32x32, max 16 colors.
- Field sprites: 16x16, max 16 colors.
- Background: 16-bit overworld field tiles.
- Hard-edged pixels; no anti-aliasing; no gradients.
- Limited-palette retro look.
camera_lighting:
- Orthographic, flat.
- Minimal shading consistent with pixel-art style.
colors:
- Sprite palettes limited to 16 colors including transparency.
- Background palette:
- Various greens for grass
- Browns for paths
- Blues for water
- Dark greens for trees
- All colors in retro 16-bit pixel palette style
- Status window:
- white border
- black background
- white pixel-font text
text:
# 名前はひらがな/カタカナで4文字以内。ここを直接書き換えて使用。
- At the top of the status window, center-aligned:
- 「ゆうしゃ」 # ←自由に変更(4文字以内)
# 区切り線:ウィンドウ幅と一致した1本の水平線のみ
- Draw a single-pixel horizontal divider line:
- one pixel thick
- full width of window
- straight
- not double-line or decorative
# ステータス:項目名は左揃え、数値は3桁右揃え
- Display the following stats:
- 「せいべつ: 」
- 「レベル: 」 # max 99
- 「HP: 」 # max 999
- 「MP: 」 # max 999
- 「ちから: 」 # max 255
- 「すばやさ: 」 # max 255
- 「かしこさ: 」 # max 255
- 「うんのよさ: 」 # max 255
- 「えろさ: 」 # max 255 (inferred naturally)
- 「こうげき力: 」 # max 999
- 「しゅび力: 」 # max 999
- Formatting rules:
- Labels left-aligned
- Numbers right-aligned in a 3-character field
- Monospaced retro pixel-font required
edit_instructions:
- Convert reference A to a true 32x32 sprite using fixed pixel grid.
- If reference is partial-body, reconstruct missing torso, legs, arms, shoes, etc., naturally and consistently.
- Generate 4 field sprites (front/left/right/back) at 16x16 (max 16 colors).
- Upscale sprites crisply; no smoothing.
- Render a retro 16-bit overworld field background with grass, forest, and water tiles.
- Status window must have white pixel border and black fill.
- Name must be centered, 4 chars max, hiragana/katakana only.
- Divider must be a single, pixel-straight line across width.
- Stat labels left, numbers right (3-digit width).
- Avoid copyrighted UI designs or specific franchise content.
references:
- A: Character appearance and pose.
extras:
- Pixel-perfect SFC-style sprite and field map rendering.
- Consistent retro palette usage.
- Retro RPG mockup layout.
Translations

Nano Banana Pro 游玩提示

zh-CN

Nano Banana Proで遊ぼう 【レトロRPGステータス画面化プロンプト】 ⠀ たくさん遊んでいただけて嬉しいです! それっぽいフィールド背景を配置する バージョンを作りました。 ⠀ 要望があれば街・ダンジョン・城など 作ることもできます。 ⠀ composition: - aspect_ratio: "16:9" ⠀ ここでアスペクト比を指定できます。 作例は - aspect_ratio: "3:4" ⠀ プロンプト: subject: - Transform the character from reference image A into: 1) A main 32x32 Super Famicom-style sprite (max 16 colors). 2) Four field-movement sprites (front, left, right, back), each 16x16 pixels, max 16 colors. - Preserve the character’s recognizable traits, clothing, colors, hairstyle, and silhouette from reference A. - If reference A is not full-body, reconstruct missing parts naturally to create a complete full-body 32x32 sprite. composition: - aspect_ratio: "16:9" - Background should be a retro fantasy-RPG overworld field featuring: - grassy plains (grass tiles) - forest areas (tree tiles) - coastline or water tiles (sea or lake edge) - simple 16-bit-style terrain transitions - no modern or realistic graphics - Place the enlarged 32x32 main sprite on the right. - Place the four 16x16 field sprites horizontally at the main sprite’s feet (front, left, right, back). - Place a retro RPG-style status window on the left. action: - Main sprite: same pose as reference A, converted to pixel art. - Field sprites: neutral standing pose facing front, left, right, back. location: - Retro overworld field environment: - Green grassland tiles - Forest tiles with simple pixel-art trees - Water-edge tiles with pixel waves - Low-detail distant horizon - Old-school RPG map ambience style: - Super Famicom-inspired pixel art. - Main sprite: 32x32, max 16 colors. - Field sprites: 16x16, max 16 colors. - Background: 16-bit overworld field tiles. - Hard-edged pixels; no anti-aliasing; no gradients. - Limited-palette retro look. camera_lighting: - Orthographic, flat. - Minimal shading consistent with pixel-art style. colors: - Sprite palettes limited to 16 colors including transparency. - Background palette: - Various greens for grass - Browns for paths - Blues for water - Dark greens for trees - All colors in retro 16-bit pixel palette style - Status window: - white border - black background - white pixel-font text text: # 名前はひらがな/カタカナで4文字以内。ここを直接書き換えて使用。 - At the top of the status window, center-aligned: - 「ゆうしゃ」 # ←自由に変更(4文字以内) # 区切り線:ウィンドウ幅と一致した1本の水平線のみ - Draw a single-pixel horizontal divider line: - one pixel thick - full width of window - straight - not double-line or decorative # ステータス:項目名は左揃え、数値は3桁右揃え - Display the following stats: - 「せいべつ: 」 - 「レベル: 」 # max 99 - 「HP: 」 # max 999 - 「MP: 」 # max 999 - 「ちから: 」 # max 255 - 「すばやさ: 」 # max 255 - 「かしこさ: 」 # max 255 - 「うんのよさ: 」 # max 255 - 「えろさ: 」 # max 255 (inferred naturally) - 「こうげき力: 」 # max 999 - 「しゅび力: 」 # max 999 - Formatting rules: - Labels left-aligned - Numbers right-aligned in a 3-character field - Monospaced retro pixel-font required edit_instructions: - Convert reference A to a true 32x32 sprite using fixed pixel grid. - If reference is partial-body, reconstruct missing torso, legs, arms, shoes, etc., naturally and consistently. - Generate 4 field sprites (front/left/right/back) at 16x16 (max 16 colors). - Upscale sprites crisply; no smoothing. - Render a retro 16-bit overworld field background with grass, forest, and water tiles. - Status window must have white pixel border and black fill. - Name must be centered, 4 chars max, hiragana/katakana only. - Divider must be a single, pixel-straight line across width. - Stat labels left, numbers right (3-digit width). - Avoid copyrighted UI designs or specific franchise content. references: - A: Character appearance and pose. extras: - Pixel-perfect SFC-style sprite and field map rendering. - Consistent retro palette usage. - Retro RPG mockup layout.

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