Files

5.7 KiB

Modes

Use this file when the user's wording leaves room for multiple valid asset plans.

Asset Types

  • player: controllable overworld hero
  • npc: role-readable town or field character
  • creature: monster, beast, spirit, boss, summon
  • character: side-view or non-overworld humanoid unit that is not specifically a player or NPC
  • spell: castable magic or skill sequence
  • projectile: loopable traveling object such as orb, arrow, fireball, bullet, beam segment
  • impact: hit burst, explosion, contact FX
  • prop: item, weapon, shrine object, pickup, deployable
  • summon: conjured unit or creature entrance asset
  • fx: generic visual effect sheet

Actions

  • single: one static sprite
  • idle: looped breathing / stance / aura cycle
  • cast: spell or skill wind-up / release
  • attack: attack-only body animation; for controllable heroes/main characters, wide slash arcs and hit FX should be separate fx/impact sheets
  • shoot: ranged attack body action; projectile and muzzle flash should usually be separate assets
  • jump: airborne takeoff / rise / fall / landing action
  • hurt: damage reaction
  • combat: combined attack + hurt sheet
  • walk: travel loop
  • run: faster travel loop
  • hover: airborne idle / travel loop
  • charge: power-up or dash prep
  • projectile: loopable travel motion
  • impact: contact burst
  • explode: stronger impact or destruction burst
  • death: defeat / vanish / collapse sequence

Bundle Presets

  • single_asset: one sprite or one sheet
  • unit_bundle
    • default: idle + combat
    • optional: walk
  • spell_bundle
    • default: cast + projectile + impact
  • combat_bundle
    • default: idle + attack + hurt
  • line_bundle
    • default: 1-3 forms
    • per form, choose only the needed sheets
  • hero_action_bundle
    • default: one sheet per action, often idle + run + attack or shoot + jump
    • keep projectiles, muzzle flashes, slash arcs, weapon trails, impacts, and dust as separate assets unless the runtime supports wider per-action cells plus explicit origins
    • body action sheets should preserve idle/run body scale; split wide FX rather than letting it shrink the body in a fixed cell
    • assemble an engine atlas only after each action passes QC
  • engine_atlas
    • delivery format only when it combines unrelated actions
    • build from processed action sheets, not from one mixed-action raw image

Sheet Presets

  • 1x4
    • projectiles
    • simple looping FX
  • 2x2
    • standard idle
    • attack / hurt / impact
    • compact side-view walk
  • 2x3
    • cast sequences
    • death sequences
    • slightly richer combat actions
  • 3x3
    • large creature idle
    • boss aura loops
    • high-value showcase idles
  • 4x4
    • topdown 4-direction player walk sheet
    • non-directional 16-frame action sequence when the user asks for richer casting, summoning, charging, transformation, or death animation
  • 5x5 or custom_grid
    • use as raw generation only for one coherent long action sequence, prop packs, tileset-like atlases, or another single action family
    • use as a delivery atlas for mixed actions only after separate action sheets have been generated and QC'd

Agent-First Mapping Hints

  • "make a 4-direction main hero" -> player + player_sheet
  • "make a side-view hero with idle, run, shoot, and jump" -> player + hero_action_bundle; generate one action sheet per action and keep projectile/impact assets separate
  • "make a side-view hero melee attack" -> player + hero_action_bundle; generate a body-only attack grid and separate slash/impact FX when the attack needs a wide arc
  • "make a healer npc" -> npc + single_asset, role=healer
  • "make a healer npc walk sheet" -> npc + walk
  • "make a boss idle" -> creature + idle; prefer 3x3
  • "make a wizard throwing a magic orb" -> spell_bundle
  • "make a fireball projectile" -> projectile + projectile; prefer 1x4
  • "make a hit explosion" -> impact + impact; prefer 2x2
  • "make a summon entrance" -> summon + cast or impact
  • "make a full fire samurai creature line" -> line_bundle; plan 1-3 forms, then choose sheets per form

Legacy Compatibility

Keep these mappings working:

  • player_sheet: 4-direction overworld walk
  • player_walk: 2x2 down-facing walk
  • npc_walk: 2x2 down-facing walk
  • combat: 2x2 attack + hurt
  • evolution: legacy concept sheet

Processor Defaults

  • use shared_scale=true for any multi-frame sheet unless inconsistent scale is intentional
  • use align=bottom or feet for grounded actors
  • use align=center for floating effects, projectiles, and detached FX
  • use component_mode=largest when raw sheets contain detached sparkles or edge debris
  • use component_mode=all when detached effects are an intentional part of the asset silhouette
  • for body-only controllable hero actions, use component_mode=largest; for projectile, impact, aura, slash FX, or intentionally detached FX sheets, use component_mode=all
  • reject fixed-cell hero/player body actions when the body visibly shrinks compared with the accepted idle/run scale; split the wide FX or use a runtime with wider per-action cells and explicit origins
  • use a layout guide for prop packs, tileset-like atlases, fixed atlas rows, and non-directional 16-frame VFX-heavy action sequences; avoid making it the default for 4-direction walk sheets

Output Shape

  • any sheet mode: transparent sheet + per-frame PNGs + GIF
  • player_sheet: plus direction strips and four GIFs
  • single_asset: cleaned transparent PNG
  • hero_action_bundle: per-action folders, per-action GIFs, separate projectile/impact assets when needed, and optional assembled engine atlas
  • bundles: one output folder per asset inside the bundle root