5.7 KiB
5.7 KiB
Modes
Use this file when the user's wording leaves room for multiple valid asset plans.
Asset Types
player: controllable overworld heronpc: role-readable town or field charactercreature: monster, beast, spirit, boss, summoncharacter: side-view or non-overworld humanoid unit that is not specifically a player or NPCspell: castable magic or skill sequenceprojectile: loopable traveling object such as orb, arrow, fireball, bullet, beam segmentimpact: hit burst, explosion, contact FXprop: item, weapon, shrine object, pickup, deployablesummon: conjured unit or creature entrance assetfx: generic visual effect sheet
Actions
single: one static spriteidle: looped breathing / stance / aura cyclecast: spell or skill wind-up / releaseattack: attack-only body animation; for controllable heroes/main characters, wide slash arcs and hit FX should be separatefx/impactsheetsshoot: ranged attack body action; projectile and muzzle flash should usually be separate assetsjump: airborne takeoff / rise / fall / landing actionhurt: damage reactioncombat: combined attack + hurt sheetwalk: travel looprun: faster travel loophover: airborne idle / travel loopcharge: power-up or dash prepprojectile: loopable travel motionimpact: contact burstexplode: stronger impact or destruction burstdeath: defeat / vanish / collapse sequence
Bundle Presets
single_asset: one sprite or one sheetunit_bundle- default:
idle+combat - optional:
walk
- default:
spell_bundle- default:
cast+projectile+impact
- default:
combat_bundle- default:
idle+attack+hurt
- default:
line_bundle- default: 1-3 forms
- per form, choose only the needed sheets
hero_action_bundle- default: one sheet per action, often
idle+run+attackorshoot+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
- default: one sheet per action, often
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
5x5orcustom_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; prefer3x3"make a wizard throwing a magic orb"->spell_bundle"make a fireball projectile"->projectile+projectile; prefer1x4"make a hit explosion"->impact+impact; prefer2x2"make a summon entrance"->summon+castorimpact"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 walkplayer_walk: 2x2 down-facing walknpc_walk: 2x2 down-facing walkcombat: 2x2 attack + hurtevolution: legacy concept sheet
Processor Defaults
- use
shared_scale=truefor any multi-frame sheet unless inconsistent scale is intentional - use
align=bottomorfeetfor grounded actors - use
align=centerfor floating effects, projectiles, and detached FX - use
component_mode=largestwhen raw sheets contain detached sparkles or edge debris - use
component_mode=allwhen 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, usecomponent_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 GIFssingle_asset: cleaned transparent PNGhero_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