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Made with Nano Banana 2 Lite ยท CC0 ยท 24 Jul 2026
Generated from: The reference image supplies ONLY the character design, the colour palette and the pixel-art style. Its FRONT-FACING pose is wrong for this job and must NOT be reused. The character has to be turned bodily to the side. CHARACTER (must be 100% identical in every single frame): a chibi ninja with a VERY LARGE round head, total height about 2.5 heads. Bright grass-green SPIKY hair made of short pointed tufts sticking up and outward - spiky, NEVER smooth, NEVER rounded, NEVER long. A dark grey cloth headband around the forehead with a small rectangular silver metal plate at the front-center. Pale skin, big cyan almond eyes, tiny nose and mouth. THE FACE IS ALWAYS FULLY VISIBLE - absolutely NO face mask, nothing covering the mouth or nose. Long-sleeved dark charcoal-grey crossed ninja gi, a bright magenta waist sash, charcoal pants, dark boots, bare-skin hands. 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 grid lines, no text, no border. Produce EXACTLY 3 sprites in ONE horizontal row, evenly spaced, all the same size, all standing on the same ground line. ROTATION - READ THIS TWICE. Every one of the three sprites, the middle one included, is turned strongly to the viewer's RIGHT, walking away down the diagonal toward the LOWER-RIGHT corner. Turn him FAR - closer to a side profile than to a front view - but stop just short of a true profile so the far eye is still visible. Aim for a rotation somewhere between 45 and 60 degrees. If it still looks like he is facing the camera, you have not turned him nearly enough. Concrete tests the drawing must pass: - NONE of the three sprites is left-right symmetric. Fold it down the middle and the halves must NOT match. - The tiny nose sits far right in the face, around 70 to 75 percent across the head's width, and it pushes out a one-pixel bump on the RIGHT edge of the head silhouette. - Both cyan eyes are crowded into the right part of the face. A wide stretch of empty cheek fills the LEFT part of the head; only a thin sliver of cheek remains to the right of the near eye. The far eye is narrower than the near eye. - Exactly one ear, on the LEFT side of the head. The right ear is hidden by the turn. - The green spiky hair mass bulges further out on the LEFT, because that is the back of the head. The headband's silver plate is pushed right of centre and squashed into a narrow slanted parallelogram. - The shoulders are staggered, never a level bar: the near shoulder is bigger, lower and on the right; the far shoulder is smaller, higher and half swallowed by the torso outline. The torso reads narrower than a front view. - The gi's crossed collar V runs diagonally down toward the lower-right. The magenta sash knot sits off-centre on the right hip. - Both boots point diagonally down-right. No boot ever points straight at the camera. THE MIDDLE SPRITE IS THE ONE THAT KEEPS GOING WRONG. Copy the head and torso of the outer sprites onto it pixel for pixel. It must be turned exactly as far as the others - only its legs and arms differ. WALK CYCLE - frames 1 and 3 have to read as opposites, and the ARMS are what makes that unmistakable. Previous attempts drew frames 1 and 3 identically, which is a failure. - FRAME 1: the near leg strides FORWARD to the lower-right, its boot planted heel-first low and well right of the hips; the far leg is stretched BACK toward the upper-left with its boot lifted clear of the ground, toe pointing down. A wide triangle of white background shows between the legs. ARMS OPPOSITE THE LEGS: the far arm swings FORWARD - its bare fist is drawn in front of the belly, overlapping the magenta sash, on the RIGHT side of the body. The near arm swings BACK - its fist floats behind the hip, clear of the body, on the LEFT. - FRAME 2: passing pose. Legs together straight under the body, one boot just barely ahead of the other, both arms hanging straight down at the sides, fists level with the hips. Same strong rotation as frames 1 and 3. - FRAME 3: the mirror of frame 1's limbs. The far leg now strides FORWARD to the lower-right and plants; the near leg is stretched BACK toward the upper-left with its boot lifted. ARMS SWAP SIDES: now the NEAR arm swings FORWARD, its fist thrown out in front of the body toward the lower-right, and the FAR arm swings BACK, its fist behind the hip on the LEFT. Frame 3 must be instantly distinguishable from frame 1 at a glance because the fists are on the opposite sides. NOTHING ELSE changes between the three frames: head, face, eyes, hair, headband, torso, sash, body size and the rotation angle are pixel-identical. Only arms and legs move. Think of a Golden Sun or Chrono Trigger diagonal walk-cycle sprite strip.
Creator
Jorge Sousa
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