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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 BOSS / elite encounter. Character: ELITE BOSS Violet Ash specter: dim violet-ash plume body with bone accents, hero prop = violet ash plume crown — NOT bright purple geode slime. FAMILY LOCK: this is a SPECTER — veil cloth, bone, dim violet-ash. Never bright translucent slime gel, never beetle carapace, never drone coils, never sail wings as body. BOSS PRESENCE: large readable haunted silhouette, dramatic dim ash lighting — elite Keep boss. ONE locked identity in EVERY cell. FX: dim violet/ash white — never magenta/pink (matte). CRITICAL FRAMING: thick empty magenta margins on TOP and SIDES; never clip veil trails. Motion OK inside cell; never cross magenta grid lines. Complete form in cell. Base low when grounded. Rows: (1) idle (2) walk (3) attack (4) jump (5) special (6) hurt (7) death (8) enrage. Face RIGHT. Solid MAGENTA #FF00FF between cells. No text, no UI. Style B readable silhouette. AVOID: slime gel, beetle, drone, tiny cute ghost, planted freeze, A/B stitch, 4-column grids. CRITICAL GRID: MUST be EXACTLY 6 COLUMNS by 8 ROWS — never 4 columns, never 5. CRITICAL SCALE: subject fills ONLY about 55 percent of each cell height — leave THICK empty MAGENTA #FF00FF margins on TOP and SIDES so veil trails never touch cell edges. FX glow ONLY cyan or white (never magenta/pink arcs — magenta is atlas matte only). ALL 48 cells must contain a complete filled sprite — NO empty cells, NO blank frames, especially col0 and death row. Uniform equal cells; solid magenta gutters between every cell.
Creator
shawn pace
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