Студия Игор
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Новое видео на канале:
https://youtu.be/gW3buyZtTj4
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Пример промпта для генерации персонажа из видео про RTS, забирайте!


Create a clean source pose sheet for ALL gameplay poses of one fantasy RTS Alliance ranger archer unit.

Canvas: 3840 x 2160 landscape image.
Layout: exactly 3 rows and exactly 9 columns, 27 total sprites.
Each sprite must be centered inside an equal invisible cell.
Use large empty padding around every sprite so each pose can be cropped cleanly.
No labels, no text, no numbers, no visible grid lines.
Use a plain solid bright green chroma key background (#00FF00) across the entire image.
Do not use transparent background. Do not use checkerboard. Do not use shadows.

Character:
A hooded human ranger archer for a classic fantasy RTS game. Leather jerkin, green-brown cloak, blue cloth detail, quiver on back, longbow, light boots, compact readable silhouette. Same exact character, same hood, same bow, same quiver, same colors, same proportions in every sprite.

Camera:
Orthographic 3/4 top-down RTS perspective, camera looking down from above at about 45 degrees. The viewer must see the top of the hood, shoulders, bow, quiver, and boots. Do not use side-scroller perspective. Do not use portrait perspective.

Rows:
Row 1: facing south, toward the camera.
Row 2: facing east, toward the right.
Row 3: facing north, away from the camera.

Columns:
Column 1: idle stance, bow held low, alert posture.
Column 2: walk pose A, left foot forward, bow carried naturally.
Column 3: walk pose B, right foot forward, opposite stride.
Column 4: attack windup, bow raised, arrow being nocked.
Column 5: attack strike, bow fully drawn and aimed.
Column 6: attack release, arrow just released, bow arm extended.
Column 7: death hit reaction, body recoiling, bow slipping.
Column 8: death falling pose, body collapsing, bow still visible.
Column 9: dead corpse pose, lying on the ground, readable from the same direction.

Requirements:
Make every column clearly different from neighboring columns.
Walk pose A and walk pose B must have visibly different legs.
Bow attack poses must read clearly after downscaling.
Death poses must stay fully inside their cells.
Keep standing poses the same size.
Keep feet on the same baseline for columns 1 through 6 within each row.
Do not add west-facing sprites; west will be mirrored from east later.
Do not add arrows in flight, extra characters, motion trails, impact effects, blood, gore, scenery, UI, icons, ground, trees, buildings, or props.
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Всем привет!

Помните, я делал игру - микс Minecraft х Brawl Stars?
Полноценная мультиплеерная игра, которую я сделал полностью нейросетями, не написав ни единой строчки кода!

Две части видео уже на YouTube:
https://youtu.be/X8b8ye2AtC8
https://youtu.be/MaBQZFfoil4

Сейчас, перед выпуском финальной заключительной части и публикацией игры на Яндекс Играх, запускаю закрытый бета-тест только для подписчиков telegram-канала.

Ссылка на игру: https://yandex.ru/games/app/530422?draft=true&lang=ru

Делитесь комментариях к этому посту вашими впечатлениями:
- В какой режим удалось поиграть: обучение / синглплеер / мультиплеер?
- Что понравилось, а что нет?
- Какие баги и проблемы нашли?

Любая обратная связь сейчас супер важна перед релизом. Спасибо!
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Всем привет, игра Майнкрафт х Бравл Старс не может пройти модерацию.

Модераторы пишут, что у них не создаются комнаты. Если кто-то сейчас у компа и у вас есть аккаунт на Яндекс Играх, давайте сыграем 🙂 если получится)

Заходите по ссылке и попробуйте создать комнату:
https://yandex.ru/games/app/530422?draft=true&lang=ru

Напишите в комментариях, получилось ли у вас, заранее спасибо за помощь!
Новое видео на канале:
https://youtu.be/-33fKcNpjg8

В этом выпуске я сравнил китайские LLM (MiniMax M3, Kimi 2.7 Code, GLM 5.2) с американскими (GPT-5.5 и Claude Opus 4.8) - все делали одну и ту же игру про монаха на Великой стене.

Кто выиграл, кто провалился, и сколько денег улетело на токены - всё в ролике!

📲 Телеграм-канал: https://t.me/studioigor
❤️ Поддержать канал на Boosty: https://boosty.to/studioigor
⚡️ Задонатить: https://boosty.to/studioigor/donate
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Промпт для создания игры про монаха и красного дракона (из видео про китайские нейросети):

In 1994, a small Shanghai studio called "Red Dragon Software" released a Famicom game exclusively for the Chinese market. It was called 紅龍傳說 (Legend of the Red Dragon) and only 5,000 cartridges were ever made.
Recreate this lost game as a playable HTML5 prototype using Phaser 3.
Game: Side-scrolling platformer. A monk walks along the Great Wall, fights demons, collects wisdom scrolls. 3 lives, score counter, and a simple boss at the end. This is the absolute minimum — feel free to add more enemy types, hazards, collectibles, secrets, or mechanics to make it feel like a complete, polished game.
Visual style (NES-inspired, modern reimagining — "what this cartridge would look like if remastered today"):

ONLY PROCEDURAL GRAPHICS!
Base sprites built on a chunky NES-style pixel grid (each "pixel" = 3×3+ real pixels), but go far beyond 4 colors: keep the silhouette and proportions readable as 8-bit, then layer on modern juice.
Core palette anchored in black, dark red, gold, cream — but extend freely with gradients, glows, rim lighting, and additive blending for effects.
Don't be stingy: particle systems everywhere — dust on landing, sparks on hits, floating embers, glowing scroll pickups, screen shake, hit-flash, parallax fog, dynamic lighting on the moon and lanterns. Make it pop.
Monk sprite 16×16px, orange robe, white staff, 2-frame walk animation (minimum).
Demon sprite 16×16px, dark red, horns, flies in sine wave pattern (minimum enemy — add more).
Enemy roster (aim for variety — at least 6–8 types): sine-wave flying demons, ground-charging hellhounds, jumping imps, stationary turret-statues that spit fireballs, armored brutes, swarming bat clusters, a mini-boss midway, plus the final boss. Each with distinct attack patterns, telegraphs, and death particle bursts.
Background: 3-layer parallax — black sky with yellow moon / mountain silhouette / Great Wall battlements.
NES-style HUD: lives as monk icons top-left, score top-right.

Content & polish (make it feel complete, not a demo):

Multiple level segments along the Wall (day → dusk → night → boss arena), each with new hazards.
Hazards: spike pits, collapsing battlements, swinging lanterns, fireball traps, wind gusts.
Collectibles & secrets: wisdom scrolls (score + combo), hidden golden dragon coins behind breakable walls, a temporary "Dragon Spirit" power-up (staff glows, projectiles, screen tint).
Mechanics beyond walk/jump: staff melee combo, charged spirit-blast, double jump or dash, combo multiplier with on-screen counter.
Juice: parallax with 4+ layers, animated foreground grass/banners, CRT/scanline post-FX toggle, chiptune-style SFX cues, boss intro card with the fake 1994 title, "GAME OVER" / "VICTORY" screens styled as a real Famicom cartridge.

Feel: It should feel like a real forgotten 1994 cartridge that got a loving modern remaster — instantly readable as 8-bit NES heritage, but dripping with effects, particles, and polish. Maximize content and enemy variety. Make it genuinely beautiful and fun to play.
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