Classic Minecraft Steve 2D Pixel Sprite Sheet

Classic Minecraft Steve 2D Pixel Sprite Sheet

Prompt

2D PIXEL SPRITE SHEET DESCRIPTION

Original Prompt: 2D PIXEL SPRITE SHEET DESCRIPTION Character: Classic Minecraft Steve View: Side-view platformer Art Style: Pixel art, blocky, Minecraft-inspired Frame Size: 32×32 pixels Sprite Sheet Size: 192×192 pixels Background: Transparent Rendering: Nearest-neighbour, no anti-aliasing OVERALL APPEARANCE Square head (about 10×10 px) Dark brown hair block on top and back of head Light skin tone face Cyan shirt Blue trousers Dark shoes Thick, blocky arms and legs Flat colours, minimal shading Feet always aligned on the same bottom pixel row SPRITE SHEET LAYOUT (TOP TO BOTTOM) Row 1 – Idle (4 frames) Row 2 – Walk (6 frames) Row 3 – Run (6 frames) Row 4 – Jump / Fall (4 frames) Row 5 – Attack (4 frames) Row 6 – Hit → Die (4 frames) Each frame is 32×32 pixels. FRAME-BY-FRAME DESCRIPTION 🔹 ROW 1 — IDLE (4 FRAMES) Purpose: Standing still, subtle movement Neutral standing pose, arms down Right arm moves forward by 1 pixel Left arm moves forward by 1 pixel Return to neutral pose Very subtle motion. No leg movement. 🚶 ROW 2 — WALK (6 FRAMES) Purpose: Normal walking Right leg forward, left leg back Left arm forward, right arm back Passing pose (legs closer together) Left leg forward, right leg back Right arm forward, left arm back Passing pose (mirrored) Repeat step with more separation Return to first pose for smooth loop Head stays mostly still. No sliding feet. 🏃 ROW 3 — RUN (6 FRAMES) Purpose: Faster, more energetic movement Large stride, body leaning forward 1 pixel Mid-stride, arms swinging wide Opposite stride Mid-stride (mirrored) Strong push-off pose Return to first pose More exaggerated than walk. ⬆️ ROW 4 — JUMP / FALL (4 FRAMES) Purpose: Jump arc Crouch (knees bent, body lowered) Take-off (legs straight, arms slightly back) Apex (legs tucked slightly) Fall (legs extended downward) Feet alignment maintained where possible. ⚔️ ROW 5 — ATTACK (4 FRAMES) Purpose: Melee attack / mining swing Wind-up (arm pulled back) Swing forward Impact pose (arm fully extended) Recovery pose (arm returning) Body rotates slightly but feet stay planted. 🩸 ROW 6 — HIT → DIE (OPTION A) (4 FRAMES) Purpose: Damage reaction and death sequence Hit impact Arms snap outward, head tilted back Stagger Body leaning backward, unstable Collapse Knees buckle, body falling sideways Death pose Character lying flat or kneeling, motionless (Final frame is held and does not loop) Frames 1–2 = damage Frames 1–4 = death FINAL NOTES FOR EASY PEASY AI No motion blur No gradients No background Strong silhouettes Pixel-perfect alignment All frames consistent proportions
Model: Nano Banana Pro
Created on 2/7/2026 Report
License: Free to use with a backlink to Easy-Peasy.AI

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