Using the provided reference image as the character source, transform the character into a 16-bit command RPG battle screen in pixel-art style. Keep the original characterβs outfit, long blond hair, general silhouette, and faceless/blurred face treatment, but redraw her as a playable battle sprite standing on the left side in a ready-to-fight pose. Goal: Create a retro Japanese fantasy RPG combat scene, like a Super Famicom / 16-bit era command battle screen. Scene additions: Add an ancient ruined stone arena background with broken arches, columns, moss, vines, scattered machinery, and atmospheric depth. Place exactly 2 enemy monsters on the right side: 1 tall plant/serpent-like mechanical monster with glowing blue orbs, and 1 smaller spider-like mechanical creature with cyan energy rings. UI layout: Add exactly 3 dark navy RPG interface boxes with thin white borders: 1 command menu in the upper left, 1 character status box near the lower center-left, and 1 dialogue box across the bottom. Text: The command menu must contain exactly 4 Japanese options in vertical order: γγγγγγ, γγΎγ»γγ, γγ’γ€γγ γ, γγ«γγγ, with a triangular cursor pointing to the first option. The status box should show [character name], LV 35, HP 320/320, and MP 150/150. The bottom dialogue box should show [battle line]. Style constraints: Use crisp 16-bit pixel art, limited color palette, visible pixel edges, side-view RPG composition, no modern UI, no photorealism, no extra characters, no extra menu items, no watermark.
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