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Made with Nano Banana 2 Lite ยท CC0 ยท 24 Jul 2026
Generated from: BODY: a chibi ninja GIRL - clearly feminine: NARROW shoulders, slim torso with a narrower waist, thin arms and legs. Soft round face with slightly larger eyes and small eyelashes. VERY LARGE round head, total height about 2.5 heads. HAIRSTYLE - LONG LOOSE HAIR: BRIGHT GRASS-GREEN hair, straight and long, falling loose all the way down to the middle of her back, with a fringe of bangs over the forehead sitting under the headband and two long locks framing the face down past the shoulders. MANDATORY - THE HEADBAND IS ALWAYS PRESENT IN ALL THREE SPRITES: a dark grey cloth headband worn around the forehead with a small rectangular silver metal plate at the front-center. A character without the headband is WRONG. Long dark charcoal-grey crossed ninja gi, a bright magenta waist sash, charcoal pants, dark boots, bare-skin hands. Pale skin, big cyan almond eyes, tiny nose and mouth, face FULLY VISIBLE with absolutely NO mask. STYLE: crisp retro SNES-style pixel-art overworld sprite, single dark 1-pixel outline, soft cel shading, limited palette, exactly the same style, pixel density and proportions as the reference image. Pure white (#ffffff) background. No shadow, NO ground line, no grid, no text, no border. LAYOUT - CRITICAL: exactly 3 sprites in ONE horizontal row, well separated with white space so they never touch. ALL THREE SPRITES MUST BE EXACTLY THE SAME SIZE - same head size, same body height, same width. The middle sprite must NOT be drawn bigger or closer. All three stand on the same ground line. POSE: all three sprites face DOWN, straight toward the viewer (front view, whole face visible). Identical facing in all three frames. From the front the long green hair falls down both sides of the body past the shoulders, and the bangs sit under the headband. WALK CYCLE - a compact head-on retro-RPG step. The two legs stay SIDE BY SIDE and must NEVER cross or overlap - there is always a visible gap of white background between them. The movement comes from LIFTING a foot, not from opening a stride: FRAME 1 = the LEFT knee bent and the LEFT boot clearly LIFTED off the ground, the RIGHT leg straight and planted flat. FRAME 2 = neutral, both feet flat on the ground side by side at the same level. FRAME 3 = the MIRROR of frame 1 - the RIGHT boot clearly LIFTED and the LEFT leg straight and planted. Frame 3 must lift the OPPOSITE foot from frame 1 - lifting the same foot twice is WRONG and makes the character limp. Arms hang at the sides and never cross in front of the torso. FIX THESE EXACT ERRORS FROM THE PREVIOUS ATTEMPTS. First, describe the lifted foot by its position ON THE PICTURE: in the FIRST sprite the boot on the LEFT-HAND SIDE of that sprite is the raised one and the boot on the right-hand side stays flat on the ground; in the THIRD sprite it is the exact opposite - the boot on the RIGHT-HAND SIDE of that sprite is the raised one and the boot on the left-hand side stays flat on the ground. Raising the boot on the same side in both sprites is the single worst error and must not happen. Second, the two raises must be the SAME SMALL AMOUNT and perfectly mirrored - only a short hop of the boot with the knee slightly bent, never a high march with the knee pulled up to the waist. Third, a clear column of pure white background must separate the two legs from hip to boot in every frame, and the bottom of the planted boots of all three sprites must sit on one identical horizontal pixel row.
Creator
Jorge Sousa
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