# Maifeld-Grafikfamilie 0.9 Erzeugt am 11.09.2026 mit dem eingebauten `image_gen.imagegen`-Werkzeug. Fünf PNG-Atlanten werden lokal ausgeliefert: `nature.png`, `buildings.png`, `people.png`, `life.png`, `ground.png`. Die Referenzbilder stammen aus derselben Generierungsrunde. Die Dateien bleiben unverändert gespeichert; der Canvas-Importer in `maifeld-art.js` behandelt den vom Generator eingebrannten weißen/neutralen Transparenzhintergrund als Farbschlüssel. Bodenmaterialien bleiben deckend. Grafikgröße, Zuschnitt, Laufpose und Fußpunkt werden im Renderer bestimmt. Das ist keine CC0-Kennzeichnung dieser generierten Grafiken. Die ältere Tiny-Swords-CC0-Ausgabe bleibt separat im bisherigen Assetordner für Feuer und Ausweichdarstellung. ## Natur Modus: Neugenerierung Use case: stylized-concept. Asset type: production sprite atlas for a German countryside 2D top-down comic pixel RPG. Create one precisely arranged 3 columns by 2 rows sprite sheet, square 1536x1536, SIX isolated assets on genuinely transparent background (alpha), no floor, no text, no labels, no gridlines. Every cell is 512x768? IMPORTANT use square cells: canvas 1536 wide by 1024 high, 3 columns x2 rows each512x512. Each object entirely inside its own cell with 48px transparent margin, centered horizontally and its ground contact at y=440 within its cell. Same professional hand-pixelled 32-bit RPG style throughout, like refined modern SNES pixel art, crisp clusters, NO smooth brush gradients, NO vector outlines, NO photorealism, NO excessive black ink. Warm summer daylight upper left, moss and sage green foliage, deep pine green shadows WITHOUT blue/cyan, honey bark, restrained earthy palette. TOP ROW left: mature broad oak tree with genuinely branching brown trunk and irregular clustered foliage, NOT round lollipop or bush. Top middle: upright compact spruce, natural horizontal branch tiers, balanced fullness, same foliage values as oak. Top right: smaller apple tree with visible forked trunk, leafy crown and tiny muted red apples. BOTTOM ROW left: cohesive small cluster of shrubs and two modest grey mossy rocks. Bottom middle: a warm oak barrel, wooden crate, tiny lantern arranged as one village prop group. Bottom right: rustic canvas campsite tent with wood pegs and a neatly stacked logpile, muted warm ochre canvas. All assets same orthographic top-down 3/4 camera typical Zelda/Stardew worlds, not isometric diamond. Single consistent pixel scale across all objects; distinct readable silhouettes. Trees drawn as sprites around 128px tall enlarged crisply within cells. Absolutely transparent empty space around each asset. ## Freistellungsanweisung Natur Modus: Bearbeitung mit Bildreferenz Edit this sprite atlas: remove ALL background completely, make empty areas fully transparent alpha=0. Preserve all six objects exactly, their positions, pixels, colors, and sizes. Remove every dark/green gradient glow between and around the objects. Transparent PNG sprite atlas with genuine alpha channel, no checkerboard baked in, no opaque background. Objects only. ## Gebäude Modus: Generierung mit Naturreferenz Create a production building sprite atlas matching the reference's pixel technique, moss/honey/cream palette and upper-left daylight. Three columns and two rows, six isolated buildings, 1536x1024 canvas. TRUE TRANSPARENT alpha background, no colored background, no gradient, no ground tiles, no cast floor. All six fully contained inside their 512x512 cells with generous transparent margins. Same straight-on 3/4 top-down RPG camera, front facade horizontal, visible front roof slope and a narrow right side; NOT isometric diamond. Charming detailed comic pixel art at approximately 128 native pixels per building, crisp clustered square pixels. Row1: left a cream plaster timber village cottage with warm red-brown tile roof and blue-green shutters; middle a little tavern with cream plaster walls, mossy grey slate roof, hanging beer mug sign and oak door; right a honey-stone cottage with thatch roof and flower boxes. Row2: left a German small village church with grey stone masonry, slender slate bell tower, simple pointed roof, arched main door; middle a low barn with weathered wooden gates and russet tiled roof; right a village shop with green cloth awning, sacks and a small barrel. Warm inhabited Rhineland countryside, detailed crafted masonry, roof tiles, lintels, chimneys, no people, no writing, no excessive black outlines. Maintain simple readable silhouettes. Front door centered horizontally on EACH facade and at bottom center of building, all ground contacts y=452 per cell. These must be game sprites with transparent empty space, not a scene or illustration. ## Clanfiguren Modus: Generierung mit Naturreferenz Production 2D RPG CHARACTER sprite atlas for the same earthy German village comic pixel game as reference. 1536x1024 canvas, precise 6 columns by 2 rows, each cell256x512. Twelve isolated full-body sprites. TRUE fully transparent alpha background, no background gradients, no floors, no checkerboard. Same 3/4 front view facing slightly screen right, visible top of head, compact cartoon proportions 3.5 heads tall. Native pixel detail approximately 40x64 pixels per sprite enlarged nearest-neighbor crisply, no smoothing or painted fuzzy detail. Warm moss/sage greens, honey/ochre highlights, cream, brown leather, subdued burgundy, dark warm outlines. NO cyan outlines. Each sprite centered in cell, feet at cell y=440. TOP ROW has six individuals LEFT TO RIGHT: 1 Dosen-Dieter, scruffy adult bearded man with dark green jacket, cream shirt over beer belly, blue jeans, boots, beer bottle and crate; 2 Bass-Baerbel adult plump purple-haired woman with headphones, burgundy jacket, jeans, little shoulder speaker, microphone; 3 Klo-Kevin adult lanky man with green cap, round glasses, worker overalls, toilet plunger; 4 Kisten-Ida middle-aged woman with blonde bun, cream apron over rust dress, small wooden crate; 5 stern clipboard-carrying middle-aged grey-uniform village noise inspector with moustache; 6 Horst, balding overweight middle-aged angry bureaucrat in beige shirt, red tie, grey trousers, megaphone and papers. BOTTOM ROW repeats exactly same six people in exactly same columns, a clear WALKING pose with left boot forward, right boot back and free arm swinging, keep clothes and faces identical. Standalone funny rebellious German village party people, not medieval fantasy knights. Slightly exaggerated individual silhouettes, expressive readable face clusters, detailed cloth folds but no photorealism. All twelve sprites same head size and camera and pixel scale. Each must fit comfortably inside its cell with nothing crossing cell boundaries. ## Dorfleben Modus: Generierung mit Natur- und Figurenreferenz Create a cohesive production sprite atlas for the game in the attached reference sheets, same warm comic pixel treatment, crisp square pixel clusters, rich detailed textures, moss-green, warm brown, cream, no cyan outlines. 1536x1024, FOUR columns by THREE rows, twelve separate sprites each within its384x341 cell and generous margin, ground contact y=300 per cell. Plain PURE WHITE background #ffffff (no checkerboard, no gradient, no cast shadow floor). Isolated objects, same 3/4 front top-down RPG view and upper-left sun as reference. Row1 left to right: 1 scruffy brown wild boar with tiny beer crate strapped on its back, face right; 2 stocky grey badger with black-white striped face, right facing; 3 angry cream-white goose orange beak, right facing; 4 plump cream/brown chicken right facing. Row2: 1 ginger village cat facing right; 2 wooden village bench with wrought iron legs and honey oak wood; 3 handcart with wooden wheels and barrels of bottles; 4 round mossy stone village fountain with small blue-green water jets and a round shallow basin. Row3: 1 rustic wooden quest noticeboard with three pinned cream paper notes, no words; 2 female adult village herbalist Mara with rust red braid, green jacket, cream blouse, brown boots, a small herb satchel; 3 adult villager Lauti with black spiky hair, burgundy vest, dark jeans and a little portable speaker; 4 elderly male village resident in mustard cardigan, grey moustache, flat cap, blue trousers and cane. People have compact 3.5 heads tall comic proportions, detailed like character reference but not enormous heads. No text anywhere, no gridlines. Art for a humorous German party clan village, not a fantasy knight theme. Keep each object fully separated by white gutters, never cross cell borders. ## Boden Modus: Generierung mit Gebäudereferenz Create a production GROUND TEXTURE atlas for a warm detailed comic pixel RPG matching the attached village art. Exact 1024x1024 square, 2x2 equally sized512x512 texture swatches meeting precisely atx512y512 with NO gaps borders labels or shadows, all fill their whole tile. Top LEFT: seamless gently mottled summer meadow grass in muted sage/olive green, occasional tiny grass blades and clover, low contrast so characters read, no rocks or trees. Top RIGHT: seamless worn village cobblestone paving, irregular SMALL rounded rectangular limestone stones in muted beige-grey/olive, subtle cracks, moss in a few joints, tightly packed, natural varied hand-laid surface, not giant boulders. Bottom LEFT: seamless warm dry ochre earth path, fine sandy grain and a few tiny pebbles, quiet low contrast. Bottom RIGHT: seamless meadow with golden dry grass and scattered tiny cream/dull yellow wildflowers, restrained pattern no giant flowers. All top-down flat overhead textures, no perspective, no individual large props, no sky, NO smooth gradients. Crisp hand-pixelled clusters around2x2 native image pixels, refined 32-bit game detail with calm palette, tilededgesblendseamlesslywiththeoppositeedgesofeachswatch. Slight texture irregularity without large-scale blotches. These are unlit ground surface materials, not a landscape scene.