3.4 KiB
3.4 KiB
Interface icons (high-res)
Generated on 2026-11-07 with fal-ai/nano-banana-pro (resolution: 2K, one image per sheet,
aspect_ratio: 21:9 for the 5-column sheets, 16:9 for the spells). batch.py holds the
prompts: the shared text below followed by the numbered icon descriptions.
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):
tools (5x2)
I_PICK: a pickaxe for diggingI_HAND: a clawed green monster hand reaching to grabI_SELL: a small pile of gold coins with a curved arrow (selling)I_FLAG: a red rally flag on a poleI_BOLT: a yellow lightning boltI_HEAL: a glowing green healing cross with sparklesI_SUMMON: a glowing violet summoning circle with a small imp silhouetteI_BRIDGE: a small wooden plank bridge archI_WALL: a block of grey stone wall with an upward arrowI_STEEL: a riveted dark steel wall plate
towers (5x2)
I_ARROW: a small wooden watchtower with an arrowI_CANNON: a squat stone tower with a black cannonI_MAGIC: a slender dark tower with a glowing purple orb on topI_RUNE: a dark stone obelisk with a glowing red rune and bronze bandsI_DRAWBRIDGE: a raised wooden drawbridge with chains over waterI_RAM: a battering ram: a tree trunk with an iron cap under a small wooden roof on wheelsI_CATAPULT: a wooden catapult with a stone in its armI_ORDERS: two crossed swords (attack order)I_ORDERS+1: a round shield (guard order)I_FREEZE: a glowing pale-blue snowflake (frost spell)
traps (5x2)
I_TRAPS: a floor trap with sharp metal spikesI_TRAPS+1: a floor vent puffing a green poison cloudI_TRAPS+2: a floor nozzle shooting a jet of fireI_TRAPS+3: a big round rolling boulderI_TRAPS+4: a brass alarm bellI_TRAPS+5: a glowing red rune mine on the floorI_TRAPS+6: a floor trap with a glowing blue frost crystalI_TRAPS+7: a wooden door with iron hingesI_TRAPS+8: a heavy iron door with rivetsI_TRAPS+9: a magic door glowing with purple runes
spells (4x2)
I_SPELLS: a glowing all-seeing eye (seer's eye spell)I_SPELLS+1: falling rocks from a cracked ceiling (cave-in spell)I_SPELLS+2: a winged boot (haste spell)I_SPELLS+3: a fist of grey stone (stoneskin spell)I_SPELLS+4: gold coins raining down (gold rain spell)I_SPELLS+5: a fading translucent ghostly figure (invisibility spell)I_SPELLS+6: a green skull in a sickly cloud (plague spell)I_SPELLS+7: cracked shaking ground with rocks jumping (quake spell)
Processing
tools/cut_icons.py <sheet>-raw.png <sheet> --grid 2x5 (spells --grid 2x4) keys out only nearly
pure magenta (violet glows stay), crops every icon, centres it in a square and scales it to 64x64
and 128x128 with hard alpha. The strips go to assets/textures/icons/; the game puts them into
the high-res atlases' icon cells (HD_ICONS in src/gfx.rs).