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Zarachiel posted 4 months ago
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### **Dark Pulse Magic Skill: "Blight Surge" Animation Sequence** **4-frame sprite sheet** for cone-shaped knockback attack with transparent backgrounds. Painterly style matching Eyvengrad's aesthetic. --- ### **Frame 1: Energy Gathering** "**Concentrated blight orb** at character's palm, transparent background. Features: - Swirling void energy (`#1E1A23` core) with bruised purple tendrils (`#3A2E4A`) - Amber ignition point (`#D9A566`) at center with 20% opacity corona - Gravitational distortion effect bending light toward hand - 300px diameter, sharp focus on energy core **Prompt:** `Blight magic gathering, swirling dark energy orb, amber core ignition, hand-cast spell, painterly VFX, transparent background --no body figure --ar 1:1 --style raw` --- ### **Frame 2: Pulse Emission** "**Expanding dark energy cone** (45° arc) , transparent background. Features: - Corrupted shockwave (`#4A235A` front) trailing void particles (`#1E1A23`) - Impact ripples with crystalline fracture patterns (`#3A2E4A`) - Knockback force lines radiating from apex (directional streaks) - Cone dimensions: 600px length × 300px base width **Prompt:** `Dark magic cone expansion, blight shockwave, crystalline fracture patterns, knockback force lines, transparent VFX sprite --no character --ar 1:1 --style raw` --- ### **Frame 3: Peak Impact** "**Maximum corruption discharge**, transparent background. Features: - Triple-layered cone: 1. Inner void core (`#1E1A23`) 2. Mid pulse layer (`#4A235A`) with amber lightning (`#D9A566`) 3. Outer distortion field (`#3A2E4A at 40% opacity`) - Environmental interaction: - Ground cracking beneath cone - Floating debris caught in blast - 800px length × 500px base width **Prompt:** `Blight magic peak discharge, triple-layer dark energy cone, void core with amber lightning, environmental cracking, transparent spell effect --ar 1:1 --style raw` --- ### **Frame 4: Resonance Collapse** "**Imploding energy field**, transparent background. Features: - Reverse gravitational pull effect (particles flowing backward) - Shattering crystalline fragments (`#4A235A → #3A2E4A`) - Residual amber embers (`#D9A566`) floating in vortex - Shockwave echo rings at 30% opacity **Prompt:** `Dark magic implosion, blight energy collapse, reverse particle flow, shattering crystals, residual amber embers, transparent VFX --ar 1:1 --style raw` --- ### **Technical Implementation Guide** ```markdown | Frame | Duration | Blend Mode | Sound Cue | Game Effect | | -------| ----------| ----------------| ------------------------| --------------------------------| | 1 | 0. 2s | Additive | Low hum buildup | Windup animation | | 2 | 0. 1s | Screen | Sonic "crack" | Initial knockback (2m) | | 3 | 0. 15s | Lighten | Glass shatter | Main damage + knockback (5m) | | 4 | 0. 3s | Multiply | Distant echo | Lingering damage field | ``` ### **Shader Parameters** ```glsl void DarkPulseShader () { core_color = lerp (#1E1A23, #4A235A, pulse_progress) ; emissive = #D9A566 * intensity * sin (time * 20) ; // Pulsation distortion = UV_scroll (0.5 * direction) ; // Directional warping particle_spawn = sphere_mask (radius) * knockback_force; } ``` --- ### **Sprite Sheet Specifications** | Parameter | Value | | --------------------| -------------------| | Canvas Size | 2048x512px | (4x512px frames) | | Frame Rate | 24 fps | | Origin Point | Bottom-center | (Hand position) | | Hitbox Growth | 0% → 100% → 30% | (Frame 1→3→4) | --- ### **VFX Optimization Tips** 1. Use **GPU particles** for: - Void particles (500 count max) - Crystal fragments (instanced rendering) 2. Implement **LOD systems**: - High: Full shader + particles (<10m) - Mid: Simplified texture (10-30m) - Low: Single-color cone (> 30m) 3. **Game Feel Enhancements**: - Screen shake on Frame 3 (0.3 intensity) - Enemy hit-stop freeze (0.1s) - Blight corruption buildup on victims > **Pro Tip:** Create **elemental variants** by swapping colors: > - **Necrotic Surge**: Replace amber with sickly green (`#55635C`) > - **Soulfire Wave**: Amber core + crimson edges (`#D9A566 → #5A2E35`) > - **Void Breach**: Pure void (`#1E1A23`) with starfield particles Would you like the character casting pose sprites or enemy hit reaction assets to complement this?

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