A 103-frame character sheet sized between Final Fantasy VI and Chrono Trigger, with 39 romance frames neither game had. Generate a base body, paint over it frame by frame, and export the PNG plus a frame manifest the game engine can read. Work saves in this browser as you go.
Generating replaces painted pixels. The base is a mannequin to paint over, not final art.
poses per playable character, each 16×24 px. One set covers field, cutscene and battle. Walks are 4 frames in 4 directions, with the right side made by mirroring the left. Emotes (laugh, surprise, frown, nod) run at most 2 frames. Monsters are static pictures in battle.
frames for a lead like Crono, by my estimate from the full ripped sheet (497×780 px). The idle sprite is about 15×36 px and is shared by field and battle, but every tech gets its own oversized frames, and the world map uses separate ~11×17 px minis with almost no animation.
frames on 32×32 cells (body about 22×28). That is FF6's efficiency for movement and emotes, a CT-sized battle set, and a romance row group with blush, gifts, hand-holding and confessions. The cell is bigger than FF6's so a 2-pixel blush still reads.
The FF6 pose count is from my knowledge of the game's pose tables, not a fresh ROM count. The CT figure is an estimate from the rip, not an exact frame tally.
Budgets go where the player looks longest. Romanceable characters get the full sheet because the chase is the game. Everyone else gets the smallest set that still reads, and left-facing frames come from mirroring everywhere.
| Category | Cell | Frames | What the frames cover | Per unit art cost |
|---|
Art cost assumes roughly 6 minutes per hand-polished 32×32 frame after the generator base. Change the numbers in the table data at the top of the script if you settle on different budgets.
The pitch is a town you build up while you pursue a cast who keep slipping just out of reach. Names lean on longing, slow burns and places. None of these were trademark-checked yet.