A Beginner's Guide to Creating Pixel Art Animation

Published on July 28, 2024

Pixel art animation has a unique charm that evokes the golden age of video games. Creating a walking character or a bouncing slime for your indie game can seem daunting, but it’s a skill anyone can learn. The key is to understand a few fundamental principles.

This guide will walk you through the basics of frame-by-frame animation and show you how to create your first animation—a classic bouncing ball—using our free Pixel Art Animator tool.

The Core Principles of Animation (Simplified for Pixel Art)

Professional animation has many principles, but for pixel art, we can focus on a few key ideas to bring your sprites to life.

1. Timing and Spacing

Timing is the total number of frames for an action. More frames make an action slower; fewer frames make it faster. Spacing is the distance an object moves between frames. When objects are spaced far apart, they appear to move quickly. When they are close together, they move slowly. This is how you create the illusion of acceleration and deceleration.

2. Squash and Stretch

This is the most important principle for giving your objects a sense of weight and flexibility. When an object moves, its volume should appear constant.

  • Stretch: As the bouncing ball falls and picks up speed, it stretches vertically.
  • Squash: When it hits the ground, it squashes flat to show the impact.
  • Volume: The squashed shape should be wider to make up for being shorter, keeping its volume consistent.

3. Anticipation

Before a major action, there’s often a small counter-action. Think of a character bending their knees before jumping. This “anticipation” prepares the viewer for what’s about to happen and makes the main action more impactful.

Step-by-Step Tutorial: Animating a Bouncing Ball

Let’s apply these principles. We’ll use the Pixel Art Animator tool to create a simple bounce.

Step 1: Set Up Your Canvas

Open the tool. First, select a Canvas Size. For a simple object like a ball, 32x32 is a great starting point. Pick a color for your ball from the Palette.

Step 2: Draw the Keyframes

Keyframes are the most important frames that define the start and end of an action. For a bounce, we have two: the highest point and the impact point.

  1. Frame 1 (The Peak): Draw a round circle at the top of the canvas. This is the ball at the peak of its bounce, where it’s momentarily weightless.

  2. Add a New Frame: Use the “Add New” button in the frames timeline.

  3. Frame X (The Impact): On a new frame (let’s say Frame 5 for now), draw the “squashed” version of your ball at the bottom of the canvas. Make it wider and flatter than the original circle to show the force of the impact.

You now have the two most important moments of your animation!

Step 3: Draw the In-Between Frames (“In-betweens”)

Now we fill in the gaps. This is where “spacing” is critical.

  1. Falling (Ease-Out): The ball starts slow and accelerates as it falls due to gravity. This means the spacing between frames should increase.

    • Duplicate Frame 1: Select your first frame and click “Duplicate Frame”. On this new frame, move the ball down just a tiny bit (1-2 pixels).
    • Duplicate Again: Duplicate the second frame. On this new frame, move the ball down a little more (3-4 pixels) and maybe stretch it slightly.
    • Continue: Keep duplicating and moving the ball down by larger and larger distances until it’s about to hit the ground.
  2. Rising (Ease-In): After the impact, the ball launches upwards, moving fast at first and then slowing down as it reaches the peak. The spacing should decrease.

    • The frames for the ball rising are just the falling frames in reverse! You can redraw them or simply duplicate and rearrange your existing frames.

Step 4: Preview and Refine

Your timeline might look something like this:

  • Frame 1: High point (perfect circle)
  • Frame 2: Falling (moved a little)
  • Frame 3: Falling (moved more, slightly stretched)
  • Frame 4: About to hit the ground (very stretched)
  • Frame 5: Impact (squashed flat)
  • Frame 6: Rising (same as Frame 4)
  • Frame 7: Rising (same as Frame 3)
  • Frame 8: Rising (same as Frame 2)

Now, use the Preview window. Click “Play”. How does it look?

  • Too fast/slow? Adjust the FPS (Frames Per Second) slider. A lower FPS (like 8-12) is common for pixel art.
  • Jerky? You may need to add more in-between frames.
  • Lifeless? Try exaggerating the squash and stretch.

Step 5: Export Your Animation

Once you’re happy, you have two options:

  • Download Frame (PNG): Saves the currently selected frame.
  • Download All (ZIP): This is what you want for a game. It saves every frame as a numbered PNG file (e.g., frame_001.png, frame_002.png), ready to be imported into your game engine.

You’ve Made Your First Animation!

Congratulations! You’ve learned the basics of pixel art animation. This same process of keyframes and in-betweens can be used to animate anything, from a flickering torch to a walking character.

The best way to improve is to practice. Try animating a blinking eye, a waving flag, or a simple character idle animation. With these principles and a simple tool, you’re well on your way to bringing your game world to life.

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