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Making an animation

The picture to upload, object or character, the three qualities, once or loop, and how to describe the motion so it comes out right.

In the app you make an animation in three steps: your picture, what it is and how it moves, then a free check of the price before you make it. This page is what to choose at each step.

1. Your picture

Upload the finished picture as it looks in your game: one element, cut out on a transparent background, as a PNG or WebP of 256 to 4096 pixels and up to 10 MB. A one-shot starts and ends on exactly this picture, so draw it in its resting pose. A larger, sharper picture gives a sharper animation: 512 pixels or more works best.

The same file uploaded again is the same picture: its animations stay together in one folder of your export.

2. Object or character

An object or icon moves in place: a symbol, a coin, a gem, an item. It is made for up to about 320 pixels on screen. A character is a figure with a face and a body, made for up to about 640 pixels, such as a hero beside the reels. An animation drawn much larger than it was made for looks soft, so choose character for anything you show big.

3. Quality

QualityRight forPlans
StandardMost symbols and items: quick, and good at the sizes they are drawn.Every plan, and the free tests
HDPictures drawn large, where finer motion shows.Indie and up
PremiumOur most careful animator: the finest detail and the cleanest return to your picture.Pro and up

The price check shows the exact price before anything is made; every price is on Pricing.

4. Once or loop

Once plays, lands back on your picture and stays there: a win, a landing, a reaction. Between plays your game shows the picture itself, so at rest the element looks exactly like your art.

Loop keeps moving for as long as it is on screen: a spinning blade, a flickering flame, a character breathing. A loop is about one to one and a half seconds of motion that repeats without a seam, and it is always moving, so it never rests on the picture. Steady motions that repeat loop best; a motion that goes somewhere and comes back loops less well.

5. Describe the motion

  • Name the parts that move and how: the wings beat fast, the tail swishes slowly, the lid pops open a little.
  • Only parts that are in the picture can move. Nothing new appears (sparkles, text, extra objects), and everything around it stays clear, so your game can draw it over any background.
  • For a once, say how it ends: then it settles back. For a loop, say that it keeps going: the whole time.
  • Short and concrete beats long and poetic.

Check price and size first: it is free, and it says in one sentence what will be made. If that sentence is not what you meant, change your words before you make it.

6. Our checks

Every animation is checked before you see it: that a once starts and ends on your picture and a loop stays in place and repeats without a jump, that the background stays clear, that no stray colours appear around it and that its edges are clean. One that fails is made again once, free. If it fails again it is marked Not made · nothing charged: try a simpler motion or a sharper picture.

So that the service stays quick for everyone, each workspace can add a limited number of pictures, new motions and refused animations a day. The limits are far above normal use, and the app says when one is reached.

7. Into your game

Download your animations as one export and follow Getting started, or give your coding agent the instructions from the app: Instructions for coding agents.

Getting started →