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Created April 15, 2026 18:50
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Slackmoji sprite sheet prompt: between a rock and a hard place
session_id c758ce42-42c0-4b26-adf6-b9bc6a6e1b32
date 2026-04-15

Create a sprite sheet PNG for an animated emoji.

Dimensions: 1024x512 pixels Layout: 4 columns x 2 rows grid. Each cell is 256x256 pixels. Background: Transparent background in every cell. No solid color fill.

CRITICAL -- Frame isolation: Each frame must be completely isolated from its neighbors. There must be clear transparent space between every cell in the grid. No part of any frame's content (including glows, shadows, particles, steam, auras, or any visual effect) may extend into an adjacent cell. Keep all content well within each cell's boundaries with at least 10% padding on every side.

Subject: A small cute cartoon character (simple round body, stick limbs) squeezed between a large gray boulder on the left and a red brick wall on the right. 16-bit retro video game pixel art style. Chunky pixels, limited color palette, crisp hard edges. The scene shows the character being comically squished between the rock and the wall. All three elements (rock, character, wall) should fit within each cell.

Consistency: The exact same character, rock, and wall must appear in every frame with identical proportions, colors, features, and art style. Only the squeeze/pose changes between frames. Fixed camera angle (straight-on front view). Fixed framing (centered). No zoom, crop, or perspective changes between frames.

Animation frames (read left-to-right, top-to-bottom): Frame 1: Character standing between rock and wall with some space, looking worried (resting pose) Frame 2: Rock and wall start closing in, character puts hands out to push back Frame 3: Rock and wall squeeze closer, character's body starts to compress horizontally Frame 4: Maximum squeeze, character is comically flattened/squished, eyes bulging, sweat drops Frame 5: Still squeezed, character vibrates/shakes from the pressure Frame 6: Rock and wall begin to ease apart slightly, character still compressed Frame 7: More space opening up, character springs back to normal shape, relieved expression Frame 8: Character nearly back to normal, space returning, transitioning to frame 1

Style: 16-bit retro video game pixel art. Chunky visible pixels, limited color palette, crisp edges, SNES/Genesis era aesthetic. NOT smooth vector art, NOT realistic, NOT painterly.

Do NOT include: Text, labels, frame numbers, scenery beyond the rock and wall, gradients, lighting effects, motion blur, drop shadows, extra characters, perspective changes, or any background elements. No glow effects, no auras, no particles that extend beyond the cell boundary. No style drift between frames.

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