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Simulate pixel animation playback speed at various FPS, calculate frame count and duration.

📘 How to Use

  1. Select the approach tab (Calculate from Target FPS / Manual Frames Input)
  2. Enter your parameters such as FPS and frame counts
  3. Preview the animation to visually confirm the timing

Pixel Animation FPS Calculator

list 各コマの継続時間 (ゲームフレーム数)

Tips: アニメーション制作ソフトやエンジン上で、このスプライト(コマ)を何フレーム表示し続けるかを入力します。たとえば60FPS環境において「4F」と指定すれば、そのコマは約66.7ms表示されます。

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query_stats 統計データ

Total Duration
ms
Total Frames
Cells (コマ数)

play_circle プレビュー

PLAYING
Frame
1
/

上のエリアで、入力した各フレームの表示時間(ms)に従ってコマがパラパラ漫画のように切り替わります。ドット絵アニメーション素材の実際のループ感や体感速度の検証に利用してください。

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Article

Pixel Art FPS & Sprite Animation Timing Calculator

Calculate exact frame durations and preview your sprite animation's "Juice" directly in your browser. Perfect for fine-tuning your timings before importing them into your game engine.

💡 About this tool

Whether you are creating character walk cycles in a 12 FPS aesthetic or tweaking the attack animations in a fast-paced 60 FPS platformer, timing is everything. Trying to figure out "how many milliseconds is 4 frames in a 60 FPS environment?" can be a tedious process for indie game developers.

With this calculator, you can visually simulate the timing of your sprites by adjusting individual frame durations (variable timing) or generating equal durations backwards from a target FPS. It is built to help pixel artists, animators, and game devs nail that perfect Game Feel without repetitive math.

🧐 Frequently Asked Questions

Q. Why should I use variable frame timing instead of a constant FPS? A. While a steady 12 or 24 FPS is great for running or idle animations, combat and action sequences rely heavily on variable timing. By holding an "anticipation" frame longer, accelerating through the swing, and freezing on the "impact" frame, you create a much stronger sense of weight and power.

Q. How do I use the exported JSON array in Godot or GameMaker? A. When you hit the copy button, the tool provides an array of integers representing the precise timing (either in raw milliseconds or game-engine frames). You can directly plug this array into your animation timers or coroutines to control exactly when the sprite index should advance to the next image.

Q. The preview feels slightly inconsistent compared to my game. Why? A. This browser-based simulator acts as a quick visualizer driven by JavaScript timers. Due to browser rendering logic and potential tab throttling, minor inconsistencies (a few milliseconds) might occur. It's meant for nailing the flow and rhythm, rather than pixel-perfect hardware synchronization.

📚 The Art of "Hitstop" and Japanese Limited Animation

If you want your indie game's combat to feel incredibly punchy ("Juicy"), you have to understand Hitstop (also called Freeze Frames).

This technique originated and was perfected in classic Japanese 2D fighting games. When an attack connects, the game intentionally "freezes" both characters in place by artificially increasing the duration of that specific impact frame—often to 100ms or even 200ms—before resuming normal speed. In addition, the Japanese tradition of "Limited Animation" (Anime style), where animators often draw on "2s" or "3s" (holding one drawing for 2 or 3 frames of a 24 FPS video), heavily influenced how sprite art is paced to maximize impact while saving drawing time.

By using the "Manual Frames Input" tab in this tool, you can easily simulate your own Hitstop. Just take the moment of impact and bump it up by 4 to 8 extra frames—you'll instantly feel your pixel art come to life with newfound weight.