User prompt
Vuelve la información de habilidad, esperanza de vida y localidad un poco más interesante y larga
User prompt
optimiza el codigo para que ocupe menos lineas
User prompt
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
User prompt
haz que vayan de apagado a prendido con un orden de color logico y atractivo visualmente
User prompt
de igual forma con los nombres agregale un color diferente a las estrellas por cada valor del 1 al 10
User prompt
Agrega historias de minimo 400 caracteres
User prompt
Agrega la capacidad de automáticamente ordenar los slimes en el menu sin tener que colocarlos por orden en la lista
User prompt
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
User prompt
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
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'slice')' in or related to this line: 'originalSlimes = slimes.slice();' Line Number: 179
User prompt
Crea un sistema para ordenar automaticamente los slimes en orden de rareza
User prompt
Agrega los nuevos slimes
User prompt
Mejora rarityNamesByValue para que vaya de lo mas minimo a lo maximo con coherencia
User prompt
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
User prompt
agrega a cada rareza uno por uno del 1 al 10 un nombre de rareza unico
User prompt
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
User prompt
Actualiza los slimes
User prompt
corrige de mejor manera la disposición
User prompt
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
User prompt
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
User prompt
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
User prompt
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 ordered by rarity from lowest to highest
var slimes = ['ClasicSlime', 'SnowySlime', 'WaterSlime', 'RockSlime', 'FireSlime', 'ShadowSlime', 'ForestSlime', 'BeastSlime', 'DivineSlime'];
var slimeNames = ['Clasic Slime', 'Snowy Slime', 'Water Slime', 'Rock Slime', 'Fire Slime', 'Shadow Slime', 'Forest 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 rarityValues = [1, 2, 3, 4, 5, 6, 7, 8, 10]; // Mundane, Peculiar, Uncommon, Noteworthy, Rare, Extraordinary, Mythical, Very Rare, Divine
var rarityNamesByValue = {
1: "Common",
2: "Unusual",
3: "Uncommon",
4: "Remarkable",
5: "Rare",
6: "Exceptional",
7: "Mythical",
8: "Legendary",
9: "Ancient",
10: "Divine"
};
var histories = ['Existed since ancient times, these slimes are the most common species.', 'Formed in the eternal winter of the northern mountains.', 'Evolved from classic slimes that adapted to aquatic environments 500 years ago.', 'Formed in ancient mountains from mineral-rich slime, they emerged 1000 years ago.', 'Born from volcanic activity, these rare slimes first appeared 200 years ago.', 'Created when classic slimes were trapped in the darkest caves for generations.', 'Developed from slimes that consumed magical plants in enchanted forests 300 years ago.', '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.', 'Snowy mountains, glaciers, and frozen lakes.', 'Lakes, rivers, and rainy regions with high humidity.', 'Mountains, caves, and rocky terrain with mineral deposits.', 'Volcanic areas, deserts, and near thermal activity.', 'Dark caves, abandoned ruins, and places without light.', 'Dense forests, jungles, and areas with magical flora.', '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.', 'Ice crystals, frozen berries, and snow.', 'Algae and small water plants.', 'Minerals, gemstones, and small rocks.', 'Coal and spicy peppers.', 'Dark essence, shadows, and black fungi.', 'Magical plants, mushrooms, and forest berries.', '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 freeze small objects and create snow crystals.', 'Can pass through small cracks by transforming into water.', 'Can withstand extreme pressure and protect others with its hard shell.', 'Can ignite objects and provide heat for cooking.', 'Can turn invisible in darkness and absorb light sources.', 'Can blend with surroundings and grow small plants on its body.', '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: 3,
agility: 2,
defense: 8,
magic: 6,
luck: 4,
mysticism: 5
}, {
strength: 2,
agility: 7,
defense: 1,
magic: 5,
luck: 4,
mysticism: 3
}, {
strength: 8,
agility: 1,
defense: 9,
magic: 2,
luck: 3,
mysticism: 1
}, {
strength: 6,
agility: 3,
defense: 4,
magic: 7,
luck: 2,
mysticism: 6
}, {
strength: 5,
agility: 8,
defense: 3,
magic: 9,
luck: 6,
mysticism: 8
}, {
strength: 4,
agility: 6,
defense: 5,
magic: 8,
luck: 5,
mysticism: 7
}, {
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.', 'Up to 90 years, hibernating during warm seasons.', 'Around 75 years, but can rejuvenate by merging with fresh water.', 'Extremely long-lived, up to 500 years if undisturbed.', 'Only 30-40 years, but reproduce much faster than other slimes.', 'Around 120 years, gaining power in darkness as they age.', 'About 200 years, growing stronger with age as they absorb more plant energy.', '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 the list
var rarityValue = rarityValues[i];
// Get rarity name from the mapping by value
var rarityText = rarityNamesByValue[rarityValue];
// 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
@@ -154,17 +154,17 @@
}
// Create slime information lists
var rarityValues = [1, 2, 3, 4, 5, 6, 7, 8, 10]; // Mundane, Peculiar, Uncommon, Noteworthy, Rare, Extraordinary, Mythical, Very Rare, Divine
var rarityNamesByValue = {
- 1: "Mundane",
- 2: "Peculiar",
+ 1: "Common",
+ 2: "Unusual",
3: "Uncommon",
- 4: "Noteworthy",
+ 4: "Remarkable",
5: "Rare",
- 6: "Extraordinary",
+ 6: "Exceptional",
7: "Mythical",
- 8: "Very Rare",
- 9: "Legendary",
+ 8: "Legendary",
+ 9: "Ancient",
10: "Divine"
};
var histories = ['Existed since ancient times, these slimes are the most common species.', 'Formed in the eternal winter of the northern mountains.', 'Evolved from classic slimes that adapted to aquatic environments 500 years ago.', 'Formed in ancient mountains from mineral-rich slime, they emerged 1000 years ago.', 'Born from volcanic activity, these rare slimes first appeared 200 years ago.', 'Created when classic slimes were trapped in the darkest caves for generations.', 'Developed from slimes that consumed magical plants in enchanted forests 300 years ago.', '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.', 'Snowy mountains, glaciers, and frozen lakes.', 'Lakes, rivers, and rainy regions with high humidity.', 'Mountains, caves, and rocky terrain with mineral deposits.', 'Volcanic areas, deserts, and near thermal activity.', 'Dark caves, abandoned ruins, and places without light.', 'Dense forests, jungles, and areas with magical flora.', 'Wild frontiers, untamed forests, and beast territories.', 'Sacred shrines, holy mountains, and places of divine significance.'];
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Fullscreen medieval landscape banner, 16:9, high definition, for a game titled "Slime Bestiary". Medieval forest with multiple colored slimes. No text on banner!