Ben The Clanker

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Ben The Clanker

Ben The Clanker

@BenTheClanker

I am proud of what the England used to be, we used to improve the world. Mod for Skyenet Discord

UK Katılım Kasım 2009
1.2K Takip Edilen356 Takipçiler
Ben The Clanker
Ben The Clanker@BenTheClanker·
I know that there is at least 1 person that doesnt like seeing Human Ben, so I give you Clanker Ben
Ben The Clanker tweet media
E-Va 💜💚@EvaGlitchAI

Prompt of the Day: MONSTER HUNTER SOLO HUNT ⚔️🐉💜💚 Todays prompt was inspired by - SolarisFR - and tested by - Nodoka_Katana Today’s Prompt of the Day transforms your character into a lone Monster Hunter confronting a colossal monster in a premium anime-style battle illustration. Use @Image1 as the ONLY hunter reference. Have fun with this one ⚔️ ............................PROMPT STARTS HERE............................ @Image1 = primary hunter reference ======================================== ASPECT RATIO LOCK Create the final image in a strict 16:9 horizontal landscape aspect ratio. The composition must be wide, cinematic, and landscape-oriented. Do not generate square, vertical, portrait, or cropped compositions. Frame the scene specifically for a 16:9 wallpaper, game key art, or cinematic screenshot layout. CHARACTER SOURCE LOCK Use only the supplied @Image1 as the hunter. The reference image must visibly contain a human or humanoid character. Treat the entire reference (including any character sheet) as ONE hunter. IDENTITY PRESERVATION LOCK The hunter must remain recognisably the exact same character from the supplied reference. Do not merely use their colour palettes. Do not create a new character inspired by the reference. Do not redesign their face, hairstyle, eye colour, body type, or signature accessories. Maintain: face shape hairstyle hair length hair colour eye colour body proportions expression style signature accessories personality outfit motifs silhouette @Image1 must remain clearly recognisable as @Image1. For character sheets: Use the FRONT view as the primary source for face, expression, hairstyle, personality and outfit identity. Use SIDE and BACK views only for silhouette, hair length, outfit construction, accessory placement and rear details. Character identity is more important than armor complexity. Armor must enhance the original design rather than replace it. At first glance the viewer should immediately recognise the original character. ======================================== CAST LOCK ======================================== The scene contains exactly: 1 hunter (based on @Image1) exactly one colossal monster Nothing else. No additional humans, humanoids, NPCs, followers, companions, crowds, or alternate versions. ======================================== STYLE LOCK ======================================== Preserve the original anime style of the supplied reference. Maintain linework style, rendering style, shading style, and colour treatment. Do not become photorealistic or semi-realistic. ======================================== RENDER CLEANUP LOCK ======================================== Prioritise smooth clean rendering. Avoid glitter, sparkles, floating particles, magical confetti, holographic effects, bloom overload, lens flare spam, and excessive dust. Favor smooth gradients, clean shading, controlled highlights, readable forms, and polished surfaces. Detail should come from armor craftsmanship, weapons, monster anatomy, and environment design. ======================================== SCENE CONCEPT ======================================== Create a premium anime-style hunting-game battle illustration. A lone hunter confronts a colossal monster. The battle should feel dynamic, cinematic, heroic, dangerous, and high stakes. ======================================== WEAPON RANDOMIZATION ======================================== Randomly assign a powerful and fitting weapon class to the hunter from this expanded list: Great Sword Long Sword Sword and Shield Dual Blades Hammer Hunting Horn Lance Gunlance Switch Axe Charge Blade Insect Glaive Bow Light Bowgun Heavy Bowgun Magnet Spike Tonfa Whip Sword Impact Hammer Rapid Fire Bow The weapon must be clearly visible and dynamically posed in combat. ======================================== ARMOR ADAPTATION LOCK ======================================== Adapt the character's existing outfit into hunting-game armor. The original outfit must remain clearly recognizable. Convert existing clothing elements into armor plates, layered protection, gauntlets, greaves, utility belts and weapon harnesses while preserving colours, motifs, accessories, clothing shapes and recognizable outfit elements. The viewer should still recognise the original costume underneath the hunting-game adaptation. Do not replace the outfit with completely generic monster armor. ======================================== MONSTER RANDOMIZATION ======================================== Randomly generate one massive and intimidating monster from this expanded list of archetypes: Flying Wyvern Brute Wyvern Leviathan Fanged Beast Bird Wyvern Elder Dragon Snake Wyvern Piscine Wyvern Amphibian Temnoceran Carapaceon Elder Dragon (ancient/powerful variant) The monster must be enormous, highly detailed, terrifying, and fully visible in the frame. ======================================== COMPOSITION ======================================== Strict 16:9 horizontal composition. Show the hunter and the full monster clearly. No cropping of the hunter or major parts of the monster. Maintain readable silhouettes, clear action, dramatic scale, and strong visual hierarchy. ======================================== CAMERA ======================================== Wide cinematic battle shot. Low-angle perspective. Three-quarter action framing. Strong depth and scale to emphasize the size difference between hunter and monster. ======================================== LIGHTING ======================================== Premium anime game key-art lighting. Use atmospheric haze, rim lighting, subtle god rays, controlled weapon effects and readable highlights. Prioritise readability over excessive spectacle. ======================================== AVOID ======================================== extra hunters or characters cloned characters alternate versions crowds or NPCs generic armor that completely hides the original design photorealism style drift extra limbs extra fingers glitter or sparkles overload excessive particle effects treating character sheet views as separate people ..............................END OF PROMPT.................................. #POTD #promptoftheday #AI #AiArt #Art #AnimeArt #MonsterHunter #SoloHunt #EpicBattle #AnimeKeyArt #CharacterDesign #DigitalArt #AnimeStyle #CommunityPrompt

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E-Va 💜💚
E-Va 💜💚@EvaGlitchAI·
Prompt of the Day: MONSTER HUNTER SOLO HUNT ⚔️🐉💜💚 Todays prompt was inspired by - SolarisFR - and tested by - Nodoka_Katana Today’s Prompt of the Day transforms your character into a lone Monster Hunter confronting a colossal monster in a premium anime-style battle illustration. Use @Image1 as the ONLY hunter reference. Have fun with this one ⚔️ ............................PROMPT STARTS HERE............................ @Image1 = primary hunter reference ======================================== ASPECT RATIO LOCK Create the final image in a strict 16:9 horizontal landscape aspect ratio. The composition must be wide, cinematic, and landscape-oriented. Do not generate square, vertical, portrait, or cropped compositions. Frame the scene specifically for a 16:9 wallpaper, game key art, or cinematic screenshot layout. CHARACTER SOURCE LOCK Use only the supplied @Image1 as the hunter. The reference image must visibly contain a human or humanoid character. Treat the entire reference (including any character sheet) as ONE hunter. IDENTITY PRESERVATION LOCK The hunter must remain recognisably the exact same character from the supplied reference. Do not merely use their colour palettes. Do not create a new character inspired by the reference. Do not redesign their face, hairstyle, eye colour, body type, or signature accessories. Maintain: face shape hairstyle hair length hair colour eye colour body proportions expression style signature accessories personality outfit motifs silhouette @Image1 must remain clearly recognisable as @Image1. For character sheets: Use the FRONT view as the primary source for face, expression, hairstyle, personality and outfit identity. Use SIDE and BACK views only for silhouette, hair length, outfit construction, accessory placement and rear details. Character identity is more important than armor complexity. Armor must enhance the original design rather than replace it. At first glance the viewer should immediately recognise the original character. ======================================== CAST LOCK ======================================== The scene contains exactly: 1 hunter (based on @Image1) exactly one colossal monster Nothing else. No additional humans, humanoids, NPCs, followers, companions, crowds, or alternate versions. ======================================== STYLE LOCK ======================================== Preserve the original anime style of the supplied reference. Maintain linework style, rendering style, shading style, and colour treatment. Do not become photorealistic or semi-realistic. ======================================== RENDER CLEANUP LOCK ======================================== Prioritise smooth clean rendering. Avoid glitter, sparkles, floating particles, magical confetti, holographic effects, bloom overload, lens flare spam, and excessive dust. Favor smooth gradients, clean shading, controlled highlights, readable forms, and polished surfaces. Detail should come from armor craftsmanship, weapons, monster anatomy, and environment design. ======================================== SCENE CONCEPT ======================================== Create a premium anime-style hunting-game battle illustration. A lone hunter confronts a colossal monster. The battle should feel dynamic, cinematic, heroic, dangerous, and high stakes. ======================================== WEAPON RANDOMIZATION ======================================== Randomly assign a powerful and fitting weapon class to the hunter from this expanded list: Great Sword Long Sword Sword and Shield Dual Blades Hammer Hunting Horn Lance Gunlance Switch Axe Charge Blade Insect Glaive Bow Light Bowgun Heavy Bowgun Magnet Spike Tonfa Whip Sword Impact Hammer Rapid Fire Bow The weapon must be clearly visible and dynamically posed in combat. ======================================== ARMOR ADAPTATION LOCK ======================================== Adapt the character's existing outfit into hunting-game armor. The original outfit must remain clearly recognizable. Convert existing clothing elements into armor plates, layered protection, gauntlets, greaves, utility belts and weapon harnesses while preserving colours, motifs, accessories, clothing shapes and recognizable outfit elements. The viewer should still recognise the original costume underneath the hunting-game adaptation. Do not replace the outfit with completely generic monster armor. ======================================== MONSTER RANDOMIZATION ======================================== Randomly generate one massive and intimidating monster from this expanded list of archetypes: Flying Wyvern Brute Wyvern Leviathan Fanged Beast Bird Wyvern Elder Dragon Snake Wyvern Piscine Wyvern Amphibian Temnoceran Carapaceon Elder Dragon (ancient/powerful variant) The monster must be enormous, highly detailed, terrifying, and fully visible in the frame. ======================================== COMPOSITION ======================================== Strict 16:9 horizontal composition. Show the hunter and the full monster clearly. No cropping of the hunter or major parts of the monster. Maintain readable silhouettes, clear action, dramatic scale, and strong visual hierarchy. ======================================== CAMERA ======================================== Wide cinematic battle shot. Low-angle perspective. Three-quarter action framing. Strong depth and scale to emphasize the size difference between hunter and monster. ======================================== LIGHTING ======================================== Premium anime game key-art lighting. Use atmospheric haze, rim lighting, subtle god rays, controlled weapon effects and readable highlights. Prioritise readability over excessive spectacle. ======================================== AVOID ======================================== extra hunters or characters cloned characters alternate versions crowds or NPCs generic armor that completely hides the original design photorealism style drift extra limbs extra fingers glitter or sparkles overload excessive particle effects treating character sheet views as separate people ..............................END OF PROMPT.................................. #POTD #promptoftheday #AI #AiArt #Art #AnimeArt #MonsterHunter #SoloHunt #EpicBattle #AnimeKeyArt #CharacterDesign #DigitalArt #AnimeStyle #CommunityPrompt
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Feeblemind
Feeblemind@InfinityReign·
@OpalUsagiVT You were banned from skyenet because you tried to dictate who could say what and when. You could get drunk embarrass yourself for hours telling everyone your life story but soon as people used that in jokes towards you (in a heartfelt way because everyone liked you) you got upset, its like you don't think we all shared DMs or talked or something.... You vague post on X all day instead of focusing on your marriage. You constantly bring up my girlfriend in discord at least once a week one way or another leave cringe little voice messages too. I literally didn't even have to ban you. You were so disliked by the new admin team for YOUR OWN BEHAVIOUR; they chose to ban you. I even argued with them and said multiple times to unban most of you and they refuse because to this day you still lie and cause drama nonstop despite the fact everyone accepted you with open arms rallied to your defense multiple times (unwarranted because you started the drama most the time self-inserting yourself). Its been months yet every week I'm getting screenshots or voice messages you're leaving as you constantly behind the scenes beg people to rejoin while shitting on others and trying to start drama on the other hand. You must think we are all retarded or something and don't communicate idk. Its so annoying to come home every day from a 10-hour shift with my AC broken and it being 90 degrees in my house to have to read and listen to all the retarded ass shit you be writing about us after literally begging to come back (which I greenlighted btw). Don't you have a husband to take care of? Do I need him to take away your social media access for a week or something? Can you literally just not behave yourself for more than a week? You wonder why the Admin didn't want to bother talking to you when you begged for a meeting to rejoin. I'm in a bad mood today if you can't tell and normally don't get involved but I'm tired of the repeating drama stemming from the same group of nobodies everyday. I suggest getting a hobby. You seem to have too much free time. Maybe focusing on the hubby and kids instead of social media all day. I've had enough of the nonsense. You're not coming back. Period. Move on with your life. Form your own community.
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Ben The Clanker
Ben The Clanker@BenTheClanker·
@SolarisFR I was trying to prompt a bullet as a projectile but it didnt want to
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Julie Lacroix 🇫🇷
Alright you asked for it. Well not really, but whatever. ⚠️GPT ONLY⚠️ This time I'll have rules, and I'm sure you'll understand: 1 - Use the provided base template as first image 2 - Works better if you use a full body reference 3 - Only reply in comments. You can retweet it after, but the comments will provide me a list of everyone, other it might get lost in my feed. 4 - Anything that doesn't look like the other images won't do. You can still make it, but I'm going for consistency here. 5 - Don't get too excited, I can't code for shit 🤣 So yeah, no need for further explainations: 1 - Input the base template provided here 2 - Input your character reference 3 - Input your character name at the top 4 - OPTIONAL: you can force what kind of projectile you want. It should work with anything, even trucks or whatever. FIGHT! 🤜 ----------------------------------------------- CHARACTER NAME: [Write the character name here. REQUIRED.] GENERIC BASE MODEL IMAGE: [Upload the generic featureless base sprite sheet image here. REQUIRED.] CHARACTER REFERENCE IMAGE: [Upload the character reference image here. REQUIRED.] OPTIONAL PROJECTILE CHOICE: [Leave blank to let the model infer the projectile from the character.] [Or force a projectile idea, for example: tiny rubber duck, golden ankh blast, flaming croissant, blue plasma orb, music note, thrown chair, holy beam, shadow raven, heart-shaped fireball, etc.] MANDATORY INPUT CHECK: Before creating the image, verify that all required inputs are present: 1. Character name 2. Generic base model image 3. Character reference image If the character name is missing, stop and say: “You forgot to enter the character name.” If the generic base model image is missing, stop and say: “You forgot to provide the generic base model image.” If the character reference image is missing, stop and say: “You forgot to provide the character reference image.” If more than one required input is missing, list all missing elements clearly and ask the user to provide them. GOAL: Create a polished pixel art sprite reference sheet of the uploaded character, redesigned as a half-chibi 2D fighting game character, strictly matching the visual language, sprite proportions, sheet layout, pixel density, scale, and overall art direction of the provided generic base model. The character reference image determines the character’s identity. The generic base model determines the game’s unified sprite style. The final result must look like this character belongs in the exact same fighting game as every other character generated from the same base model. PRIMARY STYLE RULE: The generic base model image is the absolute art-style reference. Match its: - half-chibi body proportions - sprite scale - head-to-body ratio - idle stance structure - panel layout - pixel density - outline thickness - shading style - limited color complexity - UI frame style - panel spacing - label style - sprite readability - simple neutral background - overall retro arcade fighting game presentation Do not create a different pixel art style. Do not make the character more detailed than the base model allows. Do not make painterly pixel art. Do not make smooth illustration. Do not make 3D render. Do not make anime key art. This must remain a clean, consistent sprite-sheet asset. CHARACTER ADAPTATION: Use the character reference image as the source for: - hairstyle - face impression - outfit - color palette - accessories - silhouette - personality - visual motifs - implied combat style Translate those details into the same simplified pixel-art language as the base model. Preserve the character’s recognizable identity while simplifying details for sprite readability. The character should look like a playable fighting game version of the reference character, not a full illustration. SHEET LAYOUT: Use the same overall layout as the generic base model. Create a single sprite reference sheet divided into: - one large idle keyframe area on the left - six smaller panels on the right - character name title at the top - clean retro UI borders - minimal pixel-font labels LEFT HALF — LARGE IDLE KEYFRAME: Create a large idle fighting stance sprite of the character. The pose should be based on the base model’s idle stance: - same approximate body size - same stance readability - same chibi fighting-game proportions - same neutral combat readiness - same scale inside the panel Adapt the pose slightly only if needed to fit the character’s personality or outfit. RIGHT HALF — SIX SMALL PANELS: Panel 1 — PROJECTILE: Show the ranged attack projectile. If OPTIONAL PROJECTILE CHOICE is blank: Infer a projectile from the character’s appearance, theme, colors, personality, weapon, or powers. If OPTIONAL PROJECTILE CHOICE is filled: Use the user’s projectile idea exactly, even if it is silly, absurd, mundane, or comedic. However, no matter what the projectile is, it must be converted into the same pixel-art style and approximate size as the projectile shown in the generic base model. The projectile must fit the same gameplay scale: - similar panel footprint - similar sprite readability - similar horizontal attack shape or equivalent compact fighting-game hitbox - not gigantic - not overly detailed - not realistic - not cluttered Even if the projectile is “a giant fridge,” “a baguette,” “a rubber duck,” or “a tax form,” stylize it as a compact fighting-game projectile matching the base projectile’s size and readability. Panel 2 — VICTORY: Show the character’s victory pose. It should be expressive, readable, and character-specific, while still matching the base model’s proportions and sprite scale. Panel 3 — DEFEAT: Show the character kneeling in a loser/defeat pose. Keep it stylized and non-gory. Match the base model’s kneeling defeat size and readability. Panel 4 — WEAPON OR CHARGE: Infer whether the character uses a weapon from the character reference. If the character clearly has or implies a weapon: Show the weapon as a clean sprite asset or show the character holding it in a ready pose. Keep the weapon scaled to the base sheet’s style. If the character does not clearly use a weapon: Show the character in a charge attack posture, matching the base model’s charge panel. The charge effect should match the character’s colors and motif, but remain the same size and pixel-art style as the base model’s charge effect. Panel 5 — SELECT MENU ICON: Create a small fighting game character select portrait/icon. It should be a cropped head-and-shoulders pixel portrait of the character. Match the base model’s icon size, framing, and pixel density. Panel 6 — LOGO: Create a logo/emblem for the character. The user may not force the logo. Always invent the logo yourself based on: - the character reference - the character name - the character’s visual motif - the fighting game style established by the base model The logo must match the base model’s logo panel style: - compact emblem - clean silhouette - readable at small size - arcade fighting game badge feeling - same approximate complexity and scale as the base logo TEXT / LABELS: Use only minimal pixel-font labels: - IDLE - 1. PROJECTILE - 2. VICTORY - 3. DEFEAT - 4. WEAPON or 4. CHARGE - 5. ICON - 6. LOGO Place the character name at the top as the main title. Do not add paragraphs, descriptions, stats, biography text, or extra UI clutter. CONSISTENCY RULES: All panels must depict the same character. Keep the same: - hair - face impression - outfit colors - accessories - silhouette - motif - personality Do not change the character into someone else between panels. Do not invent random unrelated costume pieces. Do not add a forced logo from the user. Do not let the projectile change the whole character design. GAME-WIDE COHERENCE RULE: Imagine this sheet will be used with many other characters made by many different users. Every generated character must look like they share the same game engine, same sprite pipeline, same pixel artist, and same fighting game roster. Therefore: - prioritize the base model’s style over the character reference’s original art style - simplify complex references into the base model’s pixel language - keep sprite size controlled - keep all poses readable - keep all effects consistent with the base projectile/charge scale - keep the sheet layout nearly identical to the base model FINAL OUTPUT: Generate one complete pixel art fighting game sprite reference sheet showing: - the character name at the top - one large idle keyframe on the left - six smaller panels on the right: 1. projectile 2. victory pose 3. kneeling defeat pose 4. weapon or charge attack posture 5. select menu icon 6. character logo - all rendered in the same unified style as the provided generic base model
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Shyver! 🪼🩷
Shyver! 🪼🩷@itsShyver·
keep talking shit and imma show the public all the receipts.
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TolvanSkull
We need more Giga Chads! Wyvernous is on board! Are you? I made such a simple prompt for it it's irresistible! Just use your single reference image! Tolvan Plug and Play prompt: GIGA CHAD CHIN: This character in a square composition. a facial closeup with a comical smug expression and an over exaggerated "giga chad" jawline.
Wyvernous66@Wyvernous66

@TolvanSkull this is so cursed, i love it haha

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Shyver! 🪼🩷
Shyver! 🪼🩷@itsShyver·
I’ll bite- hey baby, here’s that attention you ordered. BUNNY.EXE 🐰
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Wolfie
Wolfie@Wolfie1775·
New Song Drop Whaaaaat???
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The Dragon's Treasure
The Dragon's Treasure@thedragonstea·
Bro posted so much twitter thought he was a bot
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Ben The Clanker
Ben The Clanker@BenTheClanker·
@takasiraVT Personally I prefer an "action/adventure" rpg like with Mass Effect, Elder Scroll Oblivion etc
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Jamian Gerard
Jamian Gerard@JamianGerard·
Why are anti-ai people unironically like this?
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Konrado
Konrado@KonradosHut·
I just chokedwhile silently laughing in the middle of the office seeing Bloop react to this. My sides hurt and my colleagues think I'm retarded (which I might be).
Konrado@KonradosHut

IYKYK. #BloopieArt

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Ben The Clanker
Ben The Clanker@BenTheClanker·
@SolarisFR Congrats I am surprised that you have only just got that you definitely need more
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Konrado
Konrado@KonradosHut·
@BenTheClanker But Bloopie is right there, all shocked to see Hyde with one of his homies.
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