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Made with Nano Banana 2 Lite · CC0 · 9 Aug 2026
Generated from: STRICT game sprite animation atlas: EXACTLY 8 rows by EXACTLY 6 columns of EQUAL rectangular cells (48 cells total, uniform grid). Portrait layout taller than wide (3:4). Side-view pixel-art platformer enemy. Character: heavy riveted lathe-jaw beetle with spinning gear-tooth mandibles, scrap pipe body. ONE locked character identity in EVERY cell of EVERY row — same silhouette, horns/mandibles, shell shape, leg count, materials; never a second beetle design, never bipedal robot, never swapped body. Each cell contains ONE complete full-body sprite fully inside the cell bounds — no cropping off the top, no empty cells, no blank magenta-only cells, no overlapping neighbors. PLANTED FRAMING (critical): in ALL eight anim rows the body stays on the SAME footprint — feet planted near the cell bottom center, same cell-centroid as a good idle frame. Motion is pose and VFX only (leg cycle, mandible snap, crouch hop pose, sparks, aura) — NEVER translate/slide the whole body across the cell, NEVER leap toward a cell edge, NEVER bob mass left-right between frames. Jump row = stationary hop crouch/extension with planted feet effect, not flight across the frame. Walk/attack/special/hurt/death/enrage likewise stay rooted; death may collapse downward but keep X centered. Framing discipline like a clean crypt ossuary beetle atlas: stable center, consistent scale. Rows top to bottom: (1) idle (2) walk (3) attack (4) jump (5) special (6) hurt (7) death (8) enrage. Face RIGHT. Solid MAGENTA #FF00FF background only between cells. No text, no labels, no ground line, no UI. Style B illustrated readable silhouette.
Creator
shawn pace
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