Use case: stylized-concept. Asset type: original production raster environment atlas for the original 2D fighting game Fighting in the Streets. Input image 1 is a STYLE REFERENCE ONLY: detailed hand-painted arcade anime background, crisp painterly edge work and rich atmospheric colors. Match its raster painted medium; do not copy its scenery. No vector art, no flat geometric icons, no text, no grid lines, no frames, no UI, no fighters, no logos. Every atlas cell must remain strictly separate.
Primary request: A genuinely TRANSPARENT sprite atlas, EXACTLY 4 columns by 3 rows, twelve equal square cells, with one isolated celestial body centered per cell. Bodies of equal diameter around 60% of cell width and 18% empty transparent gutters on every side, nothing crossing cells. Reading order top-left to bottom-right: index0 golden SUN with soft painted rays; 1 NEW MOON extremely faint near-black cratered disk with barely visible rim (not a crescent); 2 WAXING CRESCENT illuminated slim RIGHT edge; 3 FIRST QUARTER illuminated RIGHT HALF; 4 WAXING GIBBOUS illuminated more than half on RIGHT, narrow shadow at LEFT; 5 FULL MOON pale ivory full cratered disk; 6 WANING GIBBOUS illuminated more than half on LEFT, narrow shadow at RIGHT; 7 THIRD QUARTER illuminated LEFT HALF; 8 WANING CRESCENT illuminated slim LEFT edge; 9 PARTIAL SOLAR ECLIPSE black foreground moon occulting golden sun leaving bright crescent; 10 TOTAL SOLAR ECLIPSE black full occulting disk with delicate white gold corona; 11 TOTAL LUNAR ECLIPSE complete copper/blood red cratered moon disk. Moon phase dark unlit portion remains faintly visible, not transparent geometric cutout. Moon phases accurately oriented per description, recognizable textured moon relief. Native alpha transparency behind each body, no checkerboard painted into image. 4:3 overall aspect ratio.
TARGETED GRID-PADDING CORRECTION: The second reference is the previous draft. Keep the same twelve body identities, order, illumination orientation and painterly detail, but REDRAW EVERY BODY MUCH SMALLER and CENTERED IN ITS CELL. Moon disk diameter exactly about 42% of cell width; golden sun INCLUDING rays and eclipse INCLUDING full corona each at most 52% of cell width/height. At least 22% EMPTY TRANSPARENT space on ALL FOUR SIDES of EVERY sprite. Nothing touches or crosses a cell edge. No paint streaks leaking outside the padding. This is critical because the renderer cuts exact 4 by 3 equal cells. Keep native transparency. Do not enlarge any body to fill its cell.
