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AI art "ゲームの会話シーンができるかな?2(tsubaki3テスト)" featuring #Pixel art, #Girl, #Hayase Nagatoro and #Don't Toy with Me, Miss Nagatoro

ゲームの会話シーンができるかな?2(tsubaki3テスト)

スーパーファミコンのグラフィックとしています。 1とは異なり、リファレンス機能でのキャラ取り込みはやめて、プロンプトでキャラを指定しています。 いい感じになりました。 Can I create a game dialogue scene? 2 (tsubaki3 test) I've styled the graphics to look like those of the Super Famicom. Unlike in the first attempt, I’ve moved away from importing characters via the reference function and am instead specifying them using prompts. It turned out nicely.

#Pixel art#Girl#Hayase Nagatoro#Don't Toy with Me, Miss Nagatoro
Published on a day ago
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七夢

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character: nagatoro_hayase, hayase_nagatoro, copyright: ijiranaide_nagatoro-san character:Hayase Nagatoro, the protagonist of the anime *Don't Toy with Me, Miss Nagatoro*. masterpiece, best quality, ultra-detailed authentic Super Famicom 16-bit pixel art, Japanese 1990s console adventure game dialogue screen, classic SNES visual novel style, nostalgic JRPG adventure game interface, carefully hand-crafted pixel art, crisp hard-edged pixels, limited 16-bit color palette, no anti-aliasing, no modern high-resolution painting style, A complete single-screen adventure game conversation interface. The screen is clearly divided into exactly two rectangular panels: one large main scene panel on the upper portion of the screen and one separate dialogue box on the bottom portion. The two panels must remain clearly separated and must never overlap. [MAIN SCENE PANEL] Inside the large upper rectangular scene panel, depict exactly one character standing at the center of the frame. The character is the clear visual focus, shown as a beautiful and expressive Super Famicom-era pixel-art character sprite. Show the character clearly and completely within the boundaries of the upper panel, with a natural standing pose and a gentle, friendly expression, as if speaking directly to someone nearby. The background is a Japanese schoolyard at sunset. Warm orange and reddish-purple twilight fills the sky. A school building, schoolyard ground, fence, a few distant trees, and long evening shadows establish the location, but the background remains secondary to the character. Soft golden sunset light illuminates the character from the side, creating a nostalgic after-school atmosphere. The schoolyard is quiet and peaceful, suggesting that classes have just ended and the character is about to walk home. The composition should evoke a beautiful emotional scene from a late-1990s Japanese Super Famicom adventure game: nostalgic, warm, gentle, slightly romantic, peaceful after-school mood. [DIALOGUE PANEL] Directly below the main scene panel is one large, dedicated rectangular dialogue box. This dialogue box is completely separate from the scene above. It has a classic 16-bit Japanese adventure-game UI design: dark solid interior, simple bright pixel border, clean rectangular geometry, excellent readability. Inside the dialogue box, display ONLY the following Japanese dialogue, exactly as written: 「いっしょに帰ろうよ、せ・ん・ぱ・い💖」 The Japanese text must be extremely accurate, perfectly legible, correctly ordered, and reproduced exactly without changing, omitting, duplicating, or replacing any character. Use clean, high-quality Japanese pixel font appropriate for a Super Famicom game. No ruby text, no furigana, no pronunciation guide, no small characters above or beside the dialogue, no speaker name, no additional dialogue, no English translation, no decorative symbols. The dialogue must remain entirely inside the lower dialogue box with generous margins. No character, hand, body part, background object, or visual effect may overlap or cover the Japanese text. Strict screen structure: upper area = one large scene panel containing exactly one character and the sunset schoolyard, lower area = one dedicated dialogue panel containing only 「いっしょに帰ろうよ」. Authentic 16-bit Super Famicom graphics, true pixel-art aesthetics, precise pixel clusters, controlled dithering, limited palette, beautiful sunset color gradation expressed through pixel-art techniques, nostalgic Japanese adventure-game atmosphere, professional game screenshot quality, clean UI layout, perfectly readable Japanese dialogue, visually balanced composition.
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Original Prompt
character:Hayase Nagatoro, the protagonist of the anime *Don't Toy with Me, Miss Nagatoro*. masterpiece, best quality, ultra-detailed authentic Super Famicom 16-bit pixel art, Japanese 1990s console adventure game dialogue screen, classic SNES visual novel style, nostalgic JRPG adventure game interface, carefully hand-crafted pixel art, crisp hard-edged pixels, limited 16-bit color palette, no anti-aliasing, no modern high-resolution painting style, A complete single-screen adventure game conversation interface. The screen is clearly divided into exactly two rectangular panels: one large main scene panel on the upper portion of the screen and one separate dialogue box on the bottom portion. The two panels must remain clearly separated and must never overlap. [MAIN SCENE PANEL] Inside the large upper rectangular scene panel, depict exactly one character standing at the center of the frame. The character is the clear visual focus, shown as a beautiful and expressive Super Famicom-era pixel-art character sprite. Show the character clearly and completely within the boundaries of the upper panel, with a natural standing pose and a gentle, friendly expression, as if speaking directly to someone nearby. The background is a Japanese schoolyard at sunset. Warm orange and reddish-purple twilight fills the sky. A school building, schoolyard ground, fence, a few distant trees, and long evening shadows establish the location, but the background remains secondary to the character. Soft golden sunset light illuminates the character from the side, creating a nostalgic after-school atmosphere. The schoolyard is quiet and peaceful, suggesting that classes have just ended and the character is about to walk home. The composition should evoke a beautiful emotional scene from a late-1990s Japanese Super Famicom adventure game: nostalgic, warm, gentle, slightly romantic, peaceful after-school mood. [DIALOGUE PANEL] Directly below the main scene panel is one large, dedicated rectangular dialogue box. This dialogue box is completely separate from the scene above. It has a classic 16-bit Japanese adventure-game UI design: dark solid interior, simple bright pixel border, clean rectangular geometry, excellent readability. Inside the dialogue box, display ONLY the following Japanese dialogue, exactly as written: 「いっしょに帰ろうよ、せ・ん・ぱ・い💖」 The Japanese text must be extremely accurate, perfectly legible, correctly ordered, and reproduced exactly without changing, omitting, duplicating, or replacing any character. Use clean, high-quality Japanese pixel font appropriate for a Super Famicom game. No ruby text, no furigana, no pronunciation guide, no small characters above or beside the dialogue, no speaker name, no additional dialogue, no English translation, no decorative symbols. The dialogue must remain entirely inside the lower dialogue box with generous margins. No character, hand, body part, background object, or visual effect may overlap or cover the Japanese text. Strict screen structure: upper area = one large scene panel containing exactly one character and the sunset schoolyard, lower area = one dedicated dialogue panel containing only 「いっしょに帰ろうよ」. Authentic 16-bit Super Famicom graphics, true pixel-art aesthetics, precise pixel clusters, controlled dithering, limited palette, beautiful sunset color gradation expressed through pixel-art techniques, nostalgic Japanese adventure-game atmosphere, professional game screenshot quality, clean UI layout, perfectly readable Japanese dialogue, visually balanced composition.
Mode
ultra
Quality Tag
high quality, year_2025, year_2024, ﹝Prompts﹞
Size
2048 x 2048
Negative
lowres, worst quality, low quality, bad anatomy, bad hands, text, error, missing fingers, jpeg artifacts, signature, watermark
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