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Vuelve la información de habilidad, esperanza de vida y localidad un poco más interesante y larga
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optimiza el codigo para que ocupe menos lineas
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de igual forma con los nombres agregale un color diferente a las estrellas por cada valor del 1 al 10, con un orden coherente y atractivo visualmente tipo gradiente de rareza que realmente demuestre poder ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que vayan de apagado a prendido con un orden de color logico y atractivo visualmente
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de igual forma con los nombres agregale un color diferente a las estrellas por cada valor del 1 al 10
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Agrega historias de minimo 400 caracteres
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Agrega la capacidad de automáticamente ordenar los slimes en el menu sin tener que colocarlos por orden en la lista
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var slimeGraphics = slime.attachAsset(slimes[currentSlimeIndex], {' Line Number: 702
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'strength')' in or related to this line: 'var leftCol = ["Strength: " + s.strength, "Agility: " + s.agility, "Defense: " + s.defense];' Line Number: 429
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Please fix the bug: 'Cannot read properties of undefined (reading 'slice')' in or related to this line: 'originalSlimes = slimes.slice();' Line Number: 179
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Crea un sistema para ordenar automaticamente los slimes en orden de rareza
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Agrega los nuevos slimes
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Mejora rarityNamesByValue para que vaya de lo mas minimo a lo maximo con coherencia
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Mejora el orden de la rareza para que vaya de lo mas minimo a lo maximo con coherencia
Code edit (1 edits merged)
Please save this source code
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agrega a cada rareza uno por uno del 1 al 10 un nombre de rareza unico
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haz que la rareza de cada slimes se guarde en una lista en vez de especificarlo por aparte
Code edit (1 edits merged)
Please save this source code
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Actualiza los slimes
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corrige de mejor manera la disposición
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la posición de los stats no es correcta, busca un metodo eficiente y auto ajustable
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Modifica stats para que se coloquen en dos columnas y agrega luck y Mysticism
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modifica rarity para que no diga 5/10, 8/10, etc. vuelvelo para que diga rareza por texto por cada valor del 1 al 10
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modifica rarity para que no diga 5/10, 8/10, etc. vuelvelo para que diga rareza por texto tipo comun, poco comun... por cada valor del 1 al 10
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haz que las estrellas vayan apareciendo uno a uno con tween.easeOut
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Slime = Container.expand(function () { var self = Container.call(this); // Create and attach the slime asset var slimeGraphics = self.attachAsset('ClasicSlime', { anchorX: 0.5, anchorY: 0.5, width: 500, height: 500 }); // Initialize tracking variables for position self.lastX = 0; self.lastY = 0; // Update method called every frame self.update = function () { // Track last position self.lastX = self.x; self.lastY = self.y; }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); // Create and attach star asset var starGraphics = self.attachAsset('Star', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 100 }); // Set color based on rarity level self.setColorByRarity = function (rarityLevel) { // Color scheme based on rarity if (rarityLevel <= 2) { // Common - Bronze color starGraphics.tint = 0xcd7f32; } else if (rarityLevel <= 5) { // Uncommon/Rare - Silver color starGraphics.tint = 0xc0c0c0; } else if (rarityLevel <= 8) { // Very Rare - Gold color starGraphics.tint = 0xffd700; } else { // Legendary - Diamond color (light blue) starGraphics.tint = 0x00ffff; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create BGMenu for bottom half of screen var bgMenu = LK.getAsset('BGMenu', { anchorX: 0, anchorY: 0, x: 0, y: 2032 / 2, width: 2048, height: 3532 / 2 }); // Create BG for top half of screen var bg = LK.getAsset('BG', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2032 / 2 }); // Create interface element at the top of BGMenu var interfaz = LK.getAsset('Interfaz', { anchorX: 0.5, anchorY: 0, width: 2048, height: 400 }); // Position the interface at the top of BGMenu interfaz.x = bgMenu.width / 2; interfaz.y = bgMenu.y; // Create left button var leftButton = LK.getAsset('BotonChange', { anchorX: 0.5, anchorY: 0.5, scaleX: -1, // Flip horizontally to point left x: -800, y: interfaz.height / 2 }); // Add event handlers for left button leftButton.interactive = true; leftButton.down = function () { changeSlime('prev'); }; // Create right button var rightButton = LK.getAsset('BotonChange', { anchorX: 0.5, anchorY: 0.5, x: 800, y: interfaz.height / 2 }); // Add event handlers for right button rightButton.interactive = true; rightButton.down = function () { changeSlime('next'); }; // Create a list of slime assets var slimes = ['ClasicSlime', 'WaterSlime', 'FireSlime', 'RockSlime', 'ForestSlime', 'ShadowSlime', 'SnowySlime', 'BeastSlime', 'DivineSlime']; var slimeNames = ['Clasic Slime', 'Water Slime', 'Fire Slime', 'Rock Slime', 'Forest Slime', 'Shadow Slime', 'Snowy Slime', 'Beast Slime', 'Divine Slime']; var currentSlimeIndex = 0; // Function to wrap text that exceeds screen width function wrapText(text, maxWidth, textSize) { if (!text) { return ""; } // Split the text into words var words = text.split(' '); var wrappedText = ''; var line = ''; // Estimate characters that fit in the available width // This is an approximation - character width varies by font and character var charsPerLine = Math.floor(maxWidth / (textSize * 0.5)); for (var i = 0; i < words.length; i++) { var testLine = line + words[i] + ' '; // If adding this word would exceed the line width if (testLine.length > charsPerLine) { // Add the current line to the result with a newline wrappedText += line.trim() + '\n'; // Start a new line with the current word line = words[i] + ' '; } else { // Add the word to the current line line = testLine; } } // Add the last line wrappedText += line.trim(); return wrappedText; } // Create slime information lists var histories = ['Existed since ancient times, these slimes are the most common species.', 'Evolved from classic slimes that adapted to aquatic environments 500 years ago.', 'Born from volcanic activity, these rare slimes first appeared 200 years ago.', 'Formed in ancient mountains from mineral-rich slime, they emerged 1000 years ago.', 'Developed from slimes that consumed magical plants in enchanted forests 300 years ago.', 'Created when classic slimes were trapped in the darkest caves for generations.', 'Formed in the eternal winter of the northern mountains.', 'Evolved from slimes that consumed monster essence in the wild.', 'Born when a slime was struck by divine lightning during the celestial alignment.']; var locations = ['Forests, plains, and dungeons across the world.', 'Lakes, rivers, and rainy regions with high humidity.', 'Volcanic areas, deserts, and near thermal activity.', 'Mountains, caves, and rocky terrain with mineral deposits.', 'Dense forests, jungles, and areas with magical flora.', 'Dark caves, abandoned ruins, and places without light.', 'Snowy mountains, glaciers, and frozen lakes.', 'Wild frontiers, untamed forests, and beast territories.', 'Sacred shrines, holy mountains, and places of divine significance.']; var favoriteFoods = ['Leaves and fruits that fall to the ground.', 'Algae and small water plants.', 'Coal and spicy peppers.', 'Minerals, gemstones, and small rocks.', 'Magical plants, mushrooms, and forest berries.', 'Dark essence, shadows, and black fungi.', 'Ice crystals, frozen berries, and snow.', 'Raw meat, bones, and animal essences.', 'Star fragments, holy water, and sacred plants.']; var abilities = ['Can bounce very high and split into smaller slimes.', 'Can pass through small cracks by transforming into water.', 'Can ignite objects and provide heat for cooking.', 'Can withstand extreme pressure and protect others with its hard shell.', 'Can blend with surroundings and grow small plants on its body.', 'Can turn invisible in darkness and absorb light sources.', 'Can freeze small objects and create snow crystals.', 'Can track prey over long distances and has enhanced strength.', 'Can heal other creatures and generate divine light.']; var stats = [{ strength: 3, agility: 5, defense: 2, magic: 1, luck: 2, mysticism: 1 }, { strength: 2, agility: 7, defense: 1, magic: 5, luck: 4, mysticism: 3 }, { strength: 6, agility: 3, defense: 4, magic: 7, luck: 2, mysticism: 6 }, { strength: 8, agility: 1, defense: 9, magic: 2, luck: 3, mysticism: 1 }, { strength: 4, agility: 6, defense: 5, magic: 8, luck: 5, mysticism: 7 }, { strength: 5, agility: 8, defense: 3, magic: 9, luck: 6, mysticism: 8 }, { strength: 3, agility: 2, defense: 8, magic: 6, luck: 4, mysticism: 5 }, { strength: 9, agility: 7, defense: 7, magic: 3, luck: 8, mysticism: 2 }, { strength: 7, agility: 4, defense: 6, magic: 10, luck: 10, mysticism: 9 }]; var lifespans = ['Up to 100 years in the wild, 150 in captivity.', 'Around 75 years, but can rejuvenate by merging with fresh water.', 'Only 30-40 years, but reproduce much faster than other slimes.', 'Extremely long-lived, up to 500 years if undisturbed.', 'About 200 years, growing stronger with age as they absorb more plant energy.', 'Around 120 years, gaining power in darkness as they age.', 'Up to 90 years, hibernating during warm seasons.', 'Short-lived at 50 years, but extremely resilient to damage.', 'Immortal unless killed, gaining wisdom and power through the centuries.']; // Create text display for slime name var slimeNameText = new Text2(slimeNames[currentSlimeIndex], { size: 100, fill: 0xFFFFFF }); slimeNameText.anchor.set(0.5, 0.5); slimeNameText.x = 0; slimeNameText.y = interfaz.height / 2; // Create a slime and add it to the scene var slime = new Slime(); // Position slime at the center of BG slime.x = bg.width / 2; slime.y = bg.height / 2; // Set initial properties for animations slime.alpha = 1; slime.scaleX = 1; slime.scaleY = 1; // Play background music LK.playMusic('BGSong3'); // --- Info Panel for BGMenu --- var infoPanelHeight = bgMenu.height - interfaz.height - 40; var infoPanelWidth = bgMenu.width; var infoPanelY = bgMenu.y + interfaz.height + 20; var infoPanelX = bgMenu.x + (bgMenu.width - infoPanelWidth) / 2; // Center horizontally // Create a container for the info panel var infoPanel = new Container(); infoPanel.x = infoPanelX; infoPanel.y = infoPanelY; // No background for the info panel // Prepare info categories and data var infoCategories = [{ title: "Rarity", get: function get(i) { // Get rarity value from 1-10 with text descriptions instead of numeric values var rarityValue = 0; var rarityText = ""; if (i == 0) { rarityValue = 1; rarityText = "Common"; } // Common (Classical) else if (i == 1 || i == 6) { rarityValue = 3; rarityText = "Uncommon"; } // Uncommon (Water, Snowy) else if (i == 2 || i == 3 || i == 5) { rarityValue = 5; rarityText = "Rare"; } // Rare (Fire, Rock, Shadow) else if (i == 4 || i == 7) { rarityValue = 8; rarityText = "Very Rare"; } // Very Rare (Forest, Beast) else if (i == 8) { rarityValue = 10; rarityText = "Legendary"; } // Legendary (Divine) // Store rarity value for current slime to use later when creating stars this.currentRarityValue = rarityValue; // Return rarity text description instead of numeric value return rarityText; } }, { title: "History", get: function get(i) { return histories[i]; } }, { title: "Location", get: function get(i) { return locations[i]; } }, { title: "Favorite Food", get: function get(i) { return favoriteFoods[i]; } }, { title: "Ability", get: function get(i) { return abilities[i]; } }, { title: "Stats", get: function get(i) { var s = stats[i]; // Create a better auto-adjustable two-column layout var leftCol = ["Strength: " + s.strength, "Agility: " + s.agility, "Defense: " + s.defense]; var rightCol = ["Magic: " + s.magic, "Luck: " + s.luck, "Mysticism: " + s.mysticism]; // Find the longest string in the left column to determine proper spacing var maxLeftWidth = 0; for (var j = 0; j < leftCol.length; j++) { maxLeftWidth = Math.max(maxLeftWidth, leftCol[j].length); } // Use a fixed padding value based on the longest left column entry var fixedPadding = maxLeftWidth + 10; // Create the formatted text with proper spacing var statText = ""; for (var j = 0; j < leftCol.length; j++) { statText += leftCol[j]; // Add calculated padding between columns var spaces = fixedPadding - leftCol[j].length; for (var p = 0; p < spaces; p++) { statText += " "; } statText += rightCol[j]; if (j < leftCol.length - 1) { statText += "\n"; } } return statText; } }, { title: "Lifespan", get: function get(i) { return lifespans[i]; } }]; // Create a container for the scrollable text var infoTextContainer = new Container(); infoTextContainer.x = 30; infoTextContainer.y = 30; // Add top margin // Function to update info text for current slime function updateInfoPanel() { // Remove old children infoTextContainer.removeChildren(); var y = 0; for (var c = 0; c < infoCategories.length; c++) { // Add extra spacing between sections if not the first section if (c > 0) { y += 80; // Add extra spacing between sections } // Title var titleText = new Text2(infoCategories[c].title, { size: 110, fill: 0xFFF7B2, font: "GillSans-Bold", align: "center" }); titleText.anchor.set(0.5, 0); titleText.x = infoPanelWidth / 2 - 30; titleText.y = y; infoTextContainer.addChild(titleText); y += titleText.height + 6; // Info - wrap text to fit screen width var infoContent = infoCategories[c].get(currentSlimeIndex); var wrappedText = infoContent; // Only apply text wrapping if not the stats category (which already has formatting) if (infoCategories[c].title !== "Stats") { wrappedText = wrapText(infoContent, infoPanelWidth - 60, 85); // Wrap text with some padding } var infoText = new Text2(wrappedText, { size: 85, fill: 0xFFFFFF, font: "GillSans", // Use left align for stats to maintain column structure, center for other content align: infoCategories[c].title === "Stats" ? "left" : "center" }); // Set anchor based on content type if (infoCategories[c].title === "Stats") { infoText.anchor.set(0, 0); // Left align for stats infoText.x = (infoPanelWidth - infoText.width) / 2; // Center the entire text block } else { infoText.anchor.set(0.5, 0); // Center align for other content infoText.x = infoPanelWidth / 2 - 30; } infoText.y = y + 20; infoTextContainer.addChild(infoText); // If this is the rarity category, add colored stars if (infoCategories[c].title === "Rarity" && infoCategories[c].currentRarityValue) { var starContainer = new Container(); starContainer.x = infoPanelWidth / 2 - 30; starContainer.y = y + infoText.height + 40; // Create the number of stars based on rarity value var rarityValue = infoCategories[c].currentRarityValue; var starSpacing = 110; // Space between stars var totalWidth = (rarityValue - 1) * starSpacing; // Position stars centered var startX = -totalWidth / 2; // Create all stars but initially with alpha 0 for (var s = 0; s < rarityValue; s++) { var star = new Star(); star.x = startX + s * starSpacing; star.y = 20; star.alpha = 0; // Start invisible star.scale.x = 0.5; // Start smaller star.scale.y = 0.5; // Start smaller star.setColorByRarity(rarityValue); starContainer.addChild(star); // Animate each star to appear one by one with easeOut transition (function (targetStar, delay) { LK.setTimeout(function () { tween(targetStar, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeOut }); }, delay); })(star, s * 200); // 200ms delay between each star appearing for better visual effect } infoTextContainer.addChild(starContainer); y += 80; // Add space for stars } y += infoText.height + 24; } infoTextContainer.totalHeight = y; } updateInfoPanel(); // --- Scrolling logic for info panel --- var scrollOffset = 0; var maxScroll = 0; function updateScrollLimits() { maxScroll = Math.max(0, infoTextContainer.totalHeight - infoPanelHeight + 40 + 60); // Add 60px to account for top and bottom margins if (scrollOffset < 0) { scrollOffset = 0; } if (scrollOffset > maxScroll) { scrollOffset = maxScroll; } infoTextContainer.y = 30 - scrollOffset; // Apply top margin to starting position } updateScrollLimits(); // Touch/mouse drag to scroll with inertia var isScrolling = false; var lastScrollY = 0; var scrollVelocity = 0; var lastScrollTime = 0; var scrollTweenActive = false; infoPanel.interactive = true; infoPanel.down = function (x, y, obj) { isScrolling = true; lastScrollY = y; lastScrollTime = Date.now(); // Stop any active scroll animation when user touches if (scrollTweenActive) { tween.stop(infoTextContainer, { y: true }); scrollTweenActive = false; } }; infoPanel.move = function (x, y, obj) { if (isScrolling) { var currentTime = Date.now(); var timeDelta = currentTime - lastScrollTime; var dy = y - lastScrollY; // Calculate velocity (distance/time) if (timeDelta > 0) { scrollVelocity = dy / timeDelta * 15; // Adjust multiplier for momentum feel } scrollOffset -= dy; updateScrollLimits(); lastScrollY = y; lastScrollTime = currentTime; } }; infoPanel.up = function (x, y, obj) { if (isScrolling) { isScrolling = false; // Apply momentum scrolling when finger is lifted if (Math.abs(scrollVelocity) > 0.1) { // Calculate target position based on velocity var targetScroll = scrollOffset - scrollVelocity * 50; // Adjust multiplier for momentum distance // Ensure target is within bounds targetScroll = Math.max(0, Math.min(maxScroll, targetScroll)); // Calculate target Y position var targetY = 30 - targetScroll; // Animate to the target position scrollTweenActive = true; tween(infoTextContainer, { y: targetY }, { duration: 1000, easing: tween.easeOutQuint, onFinish: function onFinish() { scrollOffset = 30 - infoTextContainer.y; scrollTweenActive = false; } }); } } }; // Also allow scrolling with right/left buttons if pressed and dragged vertically leftButton.down = function (x, y, obj) { changeSlime('prev'); updateInfoPanel(); updateScrollLimits(); }; rightButton.down = function (x, y, obj) { changeSlime('next'); updateInfoPanel(); updateScrollLimits(); }; // When changing slime, update info panel and scroll position function updateSlimeAndInfo() { // Fade out the current slime tween(slime, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Remove old slime graphic and add new one slime.removeChildren(); var slimeGraphics = slime.attachAsset(slimes[currentSlimeIndex], { anchorX: 0.5, anchorY: 0.5, width: 500, height: 500 }); // Fade in the new slime with smooth transition slime.alpha = 0; slime.scaleX = 0.8; slime.scaleY = 0.8; tween(slime, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.elasticOut }); } }); // Update the slime name text with animation tween(slimeNameText, { alpha: 0, scaleX: 0.9, scaleY: 0.9 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { slimeNameText.setText(slimeNames[currentSlimeIndex]); tween(slimeNameText, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } }); // Update info panel updateInfoPanel(); scrollOffset = 0; updateScrollLimits(); // Animate the info container to fade in infoTextContainer.alpha = 0; tween(infoTextContainer, { alpha: 1 }, { duration: 400, easing: tween.easeOut }); } // Replace changeSlime to use updateSlimeAndInfo with transition animations function changeSlime(direction) { if (direction === 'next') { currentSlimeIndex = (currentSlimeIndex + 1) % slimes.length; } else { currentSlimeIndex = (currentSlimeIndex - 1 + slimes.length) % slimes.length; } updateSlimeAndInfo(); } /* * Asset initialization */ game.addChild(bgMenu); game.addChild(infoPanel); infoPanel.addChild(infoTextContainer); game.addChild(bg); game.addChild(interfaz); interfaz.addChild(leftButton); interfaz.addChild(rightButton); interfaz.addChild(slimeNameText); game.addChild(slime);
===================================================================
--- original.js
+++ change.js
@@ -152,9 +152,8 @@
wrappedText += line.trim();
return wrappedText;
}
// Create slime information lists
-var descriptions = ['A classic slime found everywhere. Bouncy and friendly.', 'A water slime that lives near lakes and rivers. Can dissolve into liquid form.', 'A hot-tempered fire slime. Can reach temperatures of over 1000 degrees.', 'A solid rock slime with hard exterior. Strong and durable.', 'A plant-based slime that lives in dense forests. Can camouflage with surroundings.', 'A dark slime that thrives in shadows. Can absorb light around it.', 'A cold slime that lives in freezing environments. Can generate ice crystals.', 'A fierce slime with bestial instincts. Territorial and powerful.', 'A mystical slime blessed by the gods. Extremely rare and powerful.'];
var histories = ['Existed since ancient times, these slimes are the most common species.', 'Evolved from classic slimes that adapted to aquatic environments 500 years ago.', 'Born from volcanic activity, these rare slimes first appeared 200 years ago.', 'Formed in ancient mountains from mineral-rich slime, they emerged 1000 years ago.', 'Developed from slimes that consumed magical plants in enchanted forests 300 years ago.', 'Created when classic slimes were trapped in the darkest caves for generations.', 'Formed in the eternal winter of the northern mountains.', 'Evolved from slimes that consumed monster essence in the wild.', 'Born when a slime was struck by divine lightning during the celestial alignment.'];
var locations = ['Forests, plains, and dungeons across the world.', 'Lakes, rivers, and rainy regions with high humidity.', 'Volcanic areas, deserts, and near thermal activity.', 'Mountains, caves, and rocky terrain with mineral deposits.', 'Dense forests, jungles, and areas with magical flora.', 'Dark caves, abandoned ruins, and places without light.', 'Snowy mountains, glaciers, and frozen lakes.', 'Wild frontiers, untamed forests, and beast territories.', 'Sacred shrines, holy mountains, and places of divine significance.'];
var favoriteFoods = ['Leaves and fruits that fall to the ground.', 'Algae and small water plants.', 'Coal and spicy peppers.', 'Minerals, gemstones, and small rocks.', 'Magical plants, mushrooms, and forest berries.', 'Dark essence, shadows, and black fungi.', 'Ice crystals, frozen berries, and snow.', 'Raw meat, bones, and animal essences.', 'Star fragments, holy water, and sacred plants.'];
var abilities = ['Can bounce very high and split into smaller slimes.', 'Can pass through small cracks by transforming into water.', 'Can ignite objects and provide heat for cooking.', 'Can withstand extreme pressure and protect others with its hard shell.', 'Can blend with surroundings and grow small plants on its body.', 'Can turn invisible in darkness and absorb light sources.', 'Can freeze small objects and create snow crystals.', 'Can track prey over long distances and has enhanced strength.', 'Can heal other creatures and generate divine light.'];
Star cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime verde RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime rojo prendido fuego RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime RPG amarillo y divino con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime fantasmal RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime blanco con una moneda brillante en la frente RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime gris RPG con rocas en su espalda. Estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime RPG nevado con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime de agua RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime bestia peludo RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime morado con runas magicas RPG. Estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime angelical RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Fullscreen medieval landscape banner, 16:9, high definition, for a game titled "Slime Bestiary". Medieval forest with multiple colored slimes. No text on banner!