Test It at Game Speed
Lesson 5 of 6 · Intermediate · 6 min
What you will make
A loop confirmed readable at native size and at a fast frame duration.
Lesson checklist
Compare your own work with these checkpoints. Check each one when your result is ready.
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Preview your loop at native size, then at both a fast and a slow frame duration.
Open a 48 × 16 practice canvas with lesson examples and onion skin enabled. Your work saves automatically to My projects.
Starter files and backup import
Follow the steps
Judge the loop at the size and rate a player will actually see.
Start with: A seamless three-frame loop.
- 1
Preview at native size
Zoom out until each frame is the size it will be in the game. Detail that only works at 800% is not helping the player.
A loop judged at the real display size.
- 2
Test the fast setting
Set roughly 100 milliseconds per frame. If the character becomes a blur, the movement is too large for three frames.
A loop that survives a fast frame rate.
- 3
Test the slow setting
Around 250 milliseconds per frame. Too slow and each pose becomes readable as three separate drawings rather than one motion.
A timing range that keeps the motion together.
- 4
Simplify instead of adding frames
If it reads poorly at both speeds, make the movement smaller. A smaller two-frame motion usually beats a larger three-frame one.
A simpler motion that reads at any speed
See the technique
Nothing drawn yet
Three frames at native size
Learning notes and references
- Preview at native size rather than zoomed in.
- Test at both a slow and a fast frame duration.
- Simplify the movement before adding more frames.