Asset Store
Discover high-quality assets for your next game project, or create your own with AI.
Create AssetDiscover high-quality assets for your next game project, or create your own with AI.
Create AssetMade with Summer Pixel · 21 Oct 2026
Edited image: Redraw the EXACT same character from this reference image as a PIXEL-ART SWORD ATTACK SPRITE SHEET. This is a precision sprite sheet, so follow the grid numbers literally. EXACT GRID: the image is 1344 x 2048 px. It contains EXACTLY 8 rows and EXACTLY 4 columns. Every cell is 336 wide x 256 tall. Row 1 = y 0-256, row 2 = y 256-512, row 3 = y 512-768, row 4 = y 768-1024, row 5 = y 1024-1280, row 6 = y 1280-1536, row 7 = y 1536-1792, row 8 = y 1792-2048. Columns are x 0-336, 336-672, 672-1008, 1008-1344. SPRITE SCALE: each character is SMALL inside its cell, roughly 170 px tall and 110 px wide, horizontally centred, with about 40 px of empty background above the head and 40 px below the feet. Sprites never touch, never overlap, and never cross a cell boundary. Clear empty gutters between every row and column. Total sprites = 32 exactly. Do not draw more, do not draw fewer, do not merge rows. CHARACTER (identical in all 32 frames): chibi pixel-art hero boy, ash-blond hair with pale highlights, dark navy-black layered cloak and armour with steel-grey trim, pale collar, small dark pixel eyes, 1px dark outline, crisp hard square pixels, flat posterized shading, no anti-aliasing, no gradients, no blur, limited palette of about 12 colours. He holds a short straight one-handed sword with a steel-grey blade in every frame. ROW ORDER top to bottom: row 1 = down (front view, attacking toward viewer) row 2 = up (back view, attacking away) row 3 = left (side profile attacking left) row 4 = right (side profile attacking right) row 5 = down_left (three-quarter front view attacking down-left) row 6 = down_right (three-quarter front view attacking down-right) row 7 = up_left (three-quarter back view attacking up-left) row 8 = up_right (three-quarter back view attacking up-right) Every direction is a genuinely redrawn view from that angle - real three-quarter diagonals, never a skewed, squashed or mirrored copy of a side view. ANIMATION: the 4 columns are one sword swing: col1 wind-up (sword drawn back), col2 slash (sword swung across, motion arc), col3 follow-through (sword extended past target), col4 recover (back to guard). Feet stay on exactly the same ground baseline in every cell. BACKGROUND: flat solid pure white (#FFFFFF), completely empty. No cast shadow, no ground, no grid lines, no cell borders, no numbers, no text, no labels, no watermark.
Creator
Angus Ng
Sign in to join the conversation.
Sign in to comment6 picks