Check Every Cell
Find the off-by-one that quietly breaks an animation in the engine.
Your result
Four cells whose boundaries, baselines and margins all line up.
01What you will learn
- Verify each cell's content stays inside its own 16 by 16 boundary.
- Catch a cell shifted by a single pixel.
- Confirm the baseline is consistent across frames.
Start with: All four cells filled in.
02See the technique
Cell three slid one pixel right
64 × 16 pixels
Every cell on the grid
64 × 16 pixels
03Follow the steps
- 1
Check the boundaries first
Nothing may cross column 16, 32 or 48. A pixel in the wrong cell is invisible in the editor and obvious in the game.
Four cells with clean boundaries.
- 2
Verify the baseline
The frame where the character is planted must have its feet on exactly the row you recorded in lesson two.
A consistent resting row.
- 3
Compare cells two at a time
Hide every other cell, then look at the pair. Differences should look like a movement, not like a redrawn character.
Differences limited to the moving parts.
- 4
Play the strip in order
Read cells one to four, then jump back to one. If the loop has a jolt, the problem is almost always a cell that is one pixel off.
A loop that returns smoothly.
04Practice in Pikanim
Fix the one-pixel offset in cell three, then verify all four cells line up on the grid.
Opens a 64 × 16 canvas with the lesson's starting pixels. Your work saves in the Workspace.
05Check your result
Compare your own work with these checkpoints. Check each one when your result is ready.
Progress saves in this browser. No account needed.
06Continue learning
Keep these references handy
Sprite Sheet Guide
What a sprite sheet is, how rows, columns, frame size and padding work, and how to export a sheet your game engine can slice correctly.
Pixel Perfect Drawing
What 'pixel perfect' means in practice: clean corners, consistent pixel runs, no orphan pixels — the cleanup pass that separates amateur from crisp pixel art.