像素与复古
十六位像素
JRPG 用得最顺手的那一档。色数够做真正的明暗,又少到每一个像素都是手工摆上去的;该用渐变的地方一律用抖动代替。

看什么
- 01本该是渐变的地方是抖动色块
- 02暖调、高饱和、刻意收紧的色板
- 03每个像素都是摆的,没有一处发虚
提示词
提示词刻意保留英文:生图模型读英文最准,翻译过去只会掉效果。照原样粘贴即可。
角色提示词
粘进角色、T-pose、动画工具的「风格」栏。
16-bit SNES-era pixel art game sprite, crisp pixels, a limited 16-colour palette, selective dithering for shading, clean dark outline, warm saturated colours
瓦片地图提示词
粘进瓦片地图工具的自定义风格栏。
16-bit SNES-era pixel art terrain, crisp pixels at the tile's own resolution, a limited palette of about 16 warm saturated colours, shading built from selective dithering clusters rather than gradients, clean readable material texture
背景提示词
先用它生成一张背景图,再把那张图喂给场景拆分工具。方括号部分换成你自己的场景。
A single 2D game background plate for [YOUR SCENE — e.g. a seaside village at dusk]. Horizontal composition, drawn as one illustrated scene whose buildings, trees, rocks and props sit clearly apart from one another, each fully visible and not overlapping, so every one of them can be cut out afterwards as a standalone asset. Draw it as 16-bit SNES-era pixel art: crisp pixels, a limited warm saturated palette, shading built from dither clusters instead of gradients, and clean dark outlines around the main forms. Keep one consistent light direction and one consistent perspective across the whole scene. No characters, no text, no labels, no UI, no logos, no watermark, no border.
把这个看法做出名的游戏
Chrono Trigger · Sonic Mania
只是给你眼睛做参照。提示词里一个游戏名都没有 —— 这样模型会自己设计,而不是去抄某款游戏。
继续看
现在就用这个风格
提示词随便拿。用它生成会消耗积分。
