Sprite development / Idle animation v1
The idle workshop
The cast takes its first steps into animation. Preview four-frame idle loops, inspect the original atlases, and compare transparent sprites against light and dark backdrops.
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These are the first idle animation assets. Anatomy, costume consistency, foot placement, and opposite-facing animation need visual review before a playable fighting game can use them.
Each atlas uses a 2×2 grid: top left, top right, bottom left, bottom right. Playback is 6 frames per second. The fixed cell pivot is bottom center; optional source-pixel offsets align the visible feet or wheels to the preview floor. Prism Wraith preserves its floating stance.
Floor estimates use pixels with alpha ≥128. The diagnostics retain exact transparent, opaque, and partial-alpha counts plus bounds for all visible alpha. Adjust metadata in scripts/sprite-overrides.json, then run node scripts/build-sprite-manifest.mjs. The builder reads source pixels without changing the atlases.