By Astrocade
October 29th, 2025
Animation brings games to life. Whether it's a character running across the screen or an enemy attacking, smooth animations transform static images into immersive experiences. This guide will show you how to create beautiful game animations in Astrocade using sprite sheets.
First, it's important to understand that Astrocade uses sprite sheets to represent character or object animations. Unlike 3D skeletal animation or Spine-based 2D animation, a sprite sheet is composed of a series of animation frames, each representing one frame of a sequence.
Think of it like a flip book - each image shows a slightly different position, and when played in sequence, they create the illusion of movement.
Here's what a typical sprite sheet looks like:

By playing these frames continuously in the game, the animation comes to life with fluid, natural movement.

Once you understand the concept of sprite sheets, it's quite straightforward to instruct Astrocade to add animations to your characters or objects.
The process is simple: once you already have a static image of a character or object, you can ask Astrocade to create an animation that shows a certain action (such as idle, run, or attack), and tell Astrocade when to play that animation.
Every animation request should include:
Let's walk through a real example of adding animation to a game.
I started with a simple game: the player controls a knight who slays dragons on the street. At the beginning, Astrocade generated this game for me (note that Astrocade by default does not add any animations in your first wish).
The knight could move up, down, left, and right using WASD, but whether idle or moving, the knight was just a static image sliding around the screen.
To make the game feel more alive, I wanted to add a walking animation. Since we already had the knight's static appearance, I only needed to tell Astrocade:
Add a "walking" animation to my knight, and play it whenever he moves.
This simple instruction explicitly specifies:
Even though Astrocade is capable of understanding more ambiguous instructions, giving clear and specific directions helps it complete your intent more quickly and accurately.

The first result showed a side-view walking animation, but what we needed was a front-facing one to better match the game's top-down perspective.
I refined the instruction:
Remake the walking animation of the knight so that he is front-facing walking peacefully
This gave us a front-facing animation, but revealed another issue.

The knight appeared to become noticeably wider when the walking animation played. This happened because the static image and the walking animation were two separate assets, and Astrocade had misaligned their display sizes.
The fix was simple:
When walking animation is playing, reduce each frame width by 30%
Perfect! The knight now walks smoothly with consistent sizing.

Be specific about what you want. Instead of "add animation," say "add a running animation that plays when the player presses the right arrow key."
Your first animation might not be perfect - that's okay! Use follow-up wishes to adjust:
Make sure your animation perspective matches your game style:
Play your game and watch how the animation looks during actual gameplay. Sometimes what looks good in isolation needs adjustment when playing.
Here are popular animation types you can create in Astrocade:
You can create multiple animations for the same character and trigger them based on different game states:
Add an idle animation when the knight is not moving
Add an attack animation when the player presses spacebar
Add a damage animation when the knight gets hit
Each animation can have its own trigger condition, creating a rich, responsive game experience.
Currently, Astrocade's animation generation has a few known limitations:
Astrocade doesn't handle very fast or short animations well yet, such as a quick sword swing that should last only a fraction of a second. We plan to fix these issues in future updates.
Workaround: You can temporarily simulate fast actions like "quick sword swings" using Multi-state Asset Generation - a feature we'll cover in a future article.
Very complex animations with multiple moving parts may require additional refinement through follow-up wishes.
You can use this same method to create any animation for any character or object that plays under certain conditions. Sometimes, you might need a few follow-up wishes to "fix" the generated animation - such as adjusting its display size or remaking it when the action doesn't match your expectation.
The key is to start simple, test frequently, and iterate based on what you see.
Try these example prompts in your next Astrocade game:
Ready to level up your Astrocade game development skills?