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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 Sandveil specter: veil dusted gold-tan sand over bone, hero prop = sand-veiled crest — still specter, NOT scorp. FAMILY LOCK: this is a SPECTER — veil cloth, bone, dim violet-ash with sand-tan dialect dust. Never bright translucent slime gel, never beetle carapace, never drone coils, never sail wings as body, never scorpion. BOSS PRESENCE: large readable haunted silhouette, dramatic dim ash lighting — elite Keep boss. ONE locked identity in EVERY cell. FX: cyan/white ONLY — never magenta/pink (matte). CRITICAL FRAMING: subject ~55% of cell height with 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 — EACH row has EXACTLY 6 filled frames, including death and enrage starting at column 0. Face RIGHT. Solid MAGENTA #FF00FF between cells. No text, no UI, no row labels. Style B readable silhouette. AVOID: slime gel, beetle, drone, tiny cute ghost, planted freeze, A/B stitch, 4-column grids, 7-column rows. CRITICAL GRID: MUST be EXACTLY 6 COLUMNS by 8 ROWS — never 7 or 8 columns. ALL 48 cells must contain a complete filled sprite — NO empty cells especially col0 and death row. Uniform equal cells.
Creator
shawn pace
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