Gensprite

Into the engine

Importing high-resolution sprites so they stay sharp.

Everything Gensprite makes is a transparent PNG — realistic or stylized raster art at a generous native size, not pixel art. That decides how it should be handled in an engine: these sprites are meant to be scaled down, not up.

Generate big, shrink in-engine

A raster image scaled below its native size stays crisp; scaled above it, it goes soft, because there are no more samples to show. The outputs are sized with headroom for exactly this reason — import at full size and let the engine scale the node down to what the scene needs. If a character reads too small even at 1:1, the fix is upstream: a lower gutter buys animation resolution, and a fresh generation beats enlarging an old one.

Your engine's default texture settings — smooth (linear) filtering, standard compression off for art with alpha — are the right ones for this kind of art. Nearest-neighbour filtering is for pixel art; on painterly sprites it just makes edges stairstep.

Assembling an animation

The zip unpacks to one folder per direction, frames numbered from frame_0001. In Godot, drop each direction's frames into an AnimatedSprite2D as an animation named for the direction — the folder names (front, left, back, right) are already the names you want, because they describe where the character faces on screen: play left while the character moves left. Start at 24 fps and adjust to taste; the frames themselves carry no rate.

Frame counts differ between generations, so let the engine read the folder rather than hard-coding a count.

Keeping a cast consistent

  • One character's animations: same four drawings, same gutter, every time — see the gutter rule. Two clips that came back at different native sizes can be rescued by scaling in-engine, but matching them by eye is exactly the fiddly work the rule exists to avoid.
  • One project's characters: pin the sprite Style rather than leaving it on Auto, and keep one elevation across everyone's turnarounds.
  • Pick one in-engine scale factor per character and apply it to every clip, so walk and idle stay the same size on screen.

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