乙女ゲーム風 告白シーン · öffentlicher Open Skill

乙女ゲーム風 告白シーン

告白シーン、はじまります。 乙女ゲームの画面を、そのまま作ります。背景、立ち絵、名前欄、セリフ枠、選択肢、好感度ゲージ、イベントCG。 ・キャラクターを先に固定します — 一度作った立ち絵をすべての場面で使い回し、顔がぶれないようにします ・画面の文法 — 背景、立ち絵、名前欄、セリフ枠(下22%)、好感度ゲージ(右上)、選択肢(中央に2つ)、イベントCG(UIなし) ・8拍構成 — 背景のみ、立ち絵が入る、セリフ1、セリフ2(本題)、選択肢、好感度アップ、イベントCG、エンドカード ・セリフの文体 — 三点リーダー(……)とダッシュ(――)を自然に。敬語とタメ口をキャラ設定で分けます ・選択肢 — 対になる2つ。ハッピーエンドとビターエンド ・音 — ピアノ中心のBGM、日本語のセリフ(声は tts.design) ・参考映像の解析 — 参考クリップから、カットの長さ、画面構成、色を読み取ります イラスト調で、写真にはしません。画面内の文字はすべて日本語です。実在のゲーム・キャラクター・声優は使用しません。性的な表現は扱いません。オリジナル制作のみです。

@omegabubble

Anime

0 0 2

https://d7qlwi7tl2u27.cloudfront.net/skill-covers/prod/4267104/2026-10-16/mqcj4dz3.png

---

allowed-tools:
  - generate_image
  - generate_video
  - generate_tts
  - generate_music
  - mix_clips
  - recognize_image
  - recognize_video
---

# 乙女ゲーム風 告白シーン / Otome Confession Scene

Build the screen a Japanese otome game player already knows by heart: a background, a
character sprite, a name plate, a dialogue box, a choice, an affection meter, and an event
CG. **Illustration style, not photography. Every word on screen is Japanese.**

## When to use

- The user asks for 乙女ゲーム風, an otome confession scene, 攻略キャラ, イベントCG, or a
  visual-novel style romance clip.
- The user wants a character intro (立ち絵 + 名前 + キャッチコピー) for a 乙女 character.
- The user wants a short where the viewer picks between choices (選択肢分岐).
- The user wants a vertical otome-style short for TikTok / Shorts / Reels.
- The user uploads a character illustration and wants it kept consistent across scenes.

Do **not** use this skill for: real-person photography, sexual content, or reproducing a
specific commercial game's character or UI — see Notes.

## Steps

### 0. Clarify — the character first

Call `write_todos` with the plan: clarify → lock the character → scene list → dialogue →
choices → event CG → assemble.

The character must be locked before anything is drawn. Ask only what you still need:

1. **Who is the capture target?** (personality type: クール / 年下 / 幼馴染 / 王子様 / 執事 …)
2. **The confession scene** — where and why. (放課後の教室 / 雨の校門 / 文化祭の準備室)
3. **Ending** — happy, bittersweet, or a cliffhanger with a 選択肢.
4. **Frame** — landscape 16:9 for a game screen, or portrait 9:16 for Shorts.

Name the character in Japanese and read the setting back in one line. Get a yes.

### 1. Lock the character (立ち絵)

One reference image, then reuse it for every appearance, or the face drifts:

```
generate_image(model='i2i', input_urls=[<user character asset>], prompt='anime visual-novel
character sprite, upper body, facing the viewer: <appearance>. Clean cel shading, crisp
lineart, soft rim light, transparent-looking flat pale background suitable for a visual
novel sprite, no text', name='立ち絵', entity_type='characters', orientation='portrait')
```

No reference supplied → build it from a confirmed description with `t2i`, and never invent a
face without asking. Show the sprite to the user before generating any scene.

### 2. The otome screen grammar — what makes it read as a Japanese game

Recreate this layout in the generated images. State it explicitly in every prompt:

| Element | Position | Notes |
|---|---|---|
| 背景 | full frame | Classroom, 昇降口, 屋上, 桜並木, 夕焼け, 雨 |
| 立ち絵 | centre-lower, waist-up | The same locked sprite in every scene |
| 名前欄 | bottom-left, above the text box | Small plate, the character's name in Japanese |
| セリフ枠 | bottom ~22% of frame | Semi-transparent dark box with a thin light border |
| 好感度ゲージ | top-right | A thin heart meter, partially filled |
| 選択肢 | centre, 2 options | Two rounded buttons stacked, during choice beats |
| イベントCG | full frame, no UI | One key illustration, no dialogue box |

**The UI is the genre.** Without the name plate, the dialogue box and the meter, it is just
an anime picture.

### 3. Storyboard — 8 beats, about 30 seconds

| # | Beat | Length | What happens |
|---|---|---|---|
| 1 | 背景のみ | 3s | The place, empty, establishing |
| 2 | 立ち絵が入る | 3s | The character appears, name plate shows |
| 3 | セリフ1 | 4s | A calm line. Meter at ~40% |
| 4 | セリフ2 — 本題 | 4s | The confession begins. Meter rises |
| 5 | 選択肢 | 4s | Two options on screen. Hold, let the viewer choose |
| 6 | 好感度アップ | 2s | Meter fills to 100%, a soft chime |
| 7 | イベントCG | 6s | Full illustration, no UI. The emotional peak |
| 8 | エンドカード | 4s | Title, ending name, and a soft fade |

Beats 5 and 6 are what make it a game rather than a picture. Do not skip them.

### 4. 日本語での作法

**All on-screen text is Japanese: the name plate, dialogue, choices, meter label, end card.**

**セリフの書き方**
- 一文は短く。`……ずっと、伝えたかったことがあるんだ。`
- 三点リーダー(……)とダッシュ(――)を自然に使う。乙女ゲームの文体の核
- 敬語とタメ口を