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Made with Nano Banana 2 Lite · CC0 · 10 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 Ash Shroud specter: swirling ash shroud over bone core, hero prop = ash-shroud mantle — dim violet-ash predator. 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. FRAMING HARD LOCK: each sprite silhouette fills only ~50 percent of cell HEIGHT; HUGE empty pure #FF00FF magenta margins on TOP and LEFT/RIGHT (at least 20-25 percent empty magenta). Cell background MUST be pure flat #FF00FF magenta ONLY — never painted navy, black, charcoal, gradient, or vignette behind the figure. Clear readable pose differences across all 48 cells. FX only cyan/white/ash — never pink or magenta glow on the character.
Creator
shawn pace
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