Reference
Animation Frame Guide
Frame counts and timing for pixel art animations: how many frames each animation type needs and what milliseconds-per-frame to start from.
Frame counts by animation type
| Animation | Frames | Timing |
|---|---|---|
| Idle | 2–4 | 4–8 fps (125–250 ms/frame) |
| Walk cycle | 4–6 | 6–8 fps (~150 ms/frame) |
| Run cycle | 6–8 | 8–10 fps (~100–125 ms) |
| Attack | 3–5 | 10–14 fps, one-shot |
| Hit reaction | 2–3 | 10–14 fps, one-shot |
| Death | 3–5 | 8–12 fps, one-shot |
| Effect (explosion) | 4–8 | 12–15 fps, one-shot |
Editor presets vs game feel
| Per-frame duration | Feels like |
|---|---|
| 100 ms | Snappy — attacks, impacts |
| 150 ms | Standard — walk, run |
| 200 ms | Deliberate — idle, emotes |
| 250 ms | Slow ambient loops |
Draw the two extreme poses first; add in-betweens only where the loop looks jumpy.
One animation, one frame size, one order — then export as a sprite sheet.
Next step
Time your frames in the Animation Maker — 100/150/200/250 ms presets included.
Related
Guide
How Pixel Art Animation Works
The mechanics of pixel art animation: frame counts, timing, key poses and in-betweens, and why fewer well-placed frames beat many rough ones.
OpenGuideHow to Make a Pixel Art Walk Cycle
Build a 4- or 6-frame pixel art walk cycle: contact, passing and up poses, leg rules that avoid the moonwalk, and timing that makes small characters feel alive.
Open