High-res interface icons: tools, towers, traps, doors, spells, orders and siege
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# Interface icons (high-res)
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Generated on 2026-11-07 with `fal-ai/nano-banana-pro` (`resolution: 2K`, one image per sheet,
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`aspect_ratio: 21:9` for the 5-column sheets, `16:9` for the spells). `batch.py` holds the
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prompts: the shared text below followed by the numbered icon descriptions.
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```text
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A sheet of game icons for a dark-fantasy dungeon strategy game, arranged in a grid of {cols} columns and {rows} rows, every icon centred in its own equal square cell and filling about 80 percent of it, all icons the same size and in the same style: hand-painted pixel art, chunky clear shapes, crisp edges, a dark near-black outline, rich but slightly muted colours, readable at small size, light from the upper left. The background is a completely flat pure magenta (#FF00FF) everywhere, also between the icons - no frames, no grid lines, no cell borders, no text, no labels, no numbers. The icons, in reading order (left to right, top to bottom):
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```
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## tools (5x2)
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- `I_PICK`: a pickaxe for digging
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- `I_HAND`: a clawed green monster hand reaching to grab
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- `I_SELL`: a small pile of gold coins with a curved arrow (selling)
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- `I_FLAG`: a red rally flag on a pole
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- `I_BOLT`: a yellow lightning bolt
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- `I_HEAL`: a glowing green healing cross with sparkles
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- `I_SUMMON`: a glowing violet summoning circle with a small imp silhouette
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- `I_BRIDGE`: a small wooden plank bridge arch
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- `I_WALL`: a block of grey stone wall with an upward arrow
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- `I_STEEL`: a riveted dark steel wall plate
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## towers (5x2)
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- `I_ARROW`: a small wooden watchtower with an arrow
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- `I_CANNON`: a squat stone tower with a black cannon
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- `I_MAGIC`: a slender dark tower with a glowing purple orb on top
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- `I_RUNE`: a dark stone obelisk with a glowing red rune and bronze bands
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- `I_DRAWBRIDGE`: a raised wooden drawbridge with chains over water
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- `I_RAM`: a battering ram: a tree trunk with an iron cap under a small wooden roof on wheels
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- `I_CATAPULT`: a wooden catapult with a stone in its arm
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- `I_ORDERS`: two crossed swords (attack order)
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- `I_ORDERS+1`: a round shield (guard order)
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- `I_FREEZE`: a glowing pale-blue snowflake (frost spell)
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## traps (5x2)
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- `I_TRAPS`: a floor trap with sharp metal spikes
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- `I_TRAPS+1`: a floor vent puffing a green poison cloud
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- `I_TRAPS+2`: a floor nozzle shooting a jet of fire
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- `I_TRAPS+3`: a big round rolling boulder
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- `I_TRAPS+4`: a brass alarm bell
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- `I_TRAPS+5`: a glowing red rune mine on the floor
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- `I_TRAPS+6`: a floor trap with a glowing blue frost crystal
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- `I_TRAPS+7`: a wooden door with iron hinges
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- `I_TRAPS+8`: a heavy iron door with rivets
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- `I_TRAPS+9`: a magic door glowing with purple runes
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## spells (4x2)
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- `I_SPELLS`: a glowing all-seeing eye (seer's eye spell)
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- `I_SPELLS+1`: falling rocks from a cracked ceiling (cave-in spell)
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- `I_SPELLS+2`: a winged boot (haste spell)
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- `I_SPELLS+3`: a fist of grey stone (stoneskin spell)
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- `I_SPELLS+4`: gold coins raining down (gold rain spell)
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- `I_SPELLS+5`: a fading translucent ghostly figure (invisibility spell)
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- `I_SPELLS+6`: a green skull in a sickly cloud (plague spell)
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- `I_SPELLS+7`: cracked shaking ground with rocks jumping (quake spell)
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## Processing
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`tools/cut_icons.py <sheet>-raw.png <sheet> --grid 2x5` (spells `--grid 2x4`) keys out only nearly
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pure magenta (violet glows stay), crops every icon, centres it in a square and scales it to 64x64
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and 128x128 with hard alpha. The strips go to `assets/textures/icons/`; the game puts them into
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the high-res atlases' icon cells (`HD_ICONS` in `src/gfx.rs`).
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