RPG Sprite Maker — Name a Character, Get a Walk Sheet
Type a character from a game or your own story and get an eight-frame walk sheet, sliced frames, a GIF and a zip you can drop into an RPG.
Powered by the Spritesheet skill









The page's own CTA run: Raiden Shogun, eight frames at 8 fps, loop seam clean.
A sprite maker that lives where your cast already lives
Neta Studio keeps the character, the sheet and the board in one world. You type a name, the Spritesheet skill takes the pose from its motion catalog, and the agent slices eight even frames while the session runs.
- One name in, eight frames out — The skill draws a single character from its reference, keeps the outfit and proportions identical in every panel, and puts both feet on one baseline.
- A bundle, not just an image — Every run ends with spritesheet.png, cover.png, preview.gif, frames/ and assets.zip — the sheet, the loop and each frame are already separate files.
- Somewhere for the sprite to walk — The same world holds your characters and a board, so the next prompt can drop the sprite into a scene, a HUD or a playable test.
Questions before you name a character
What do I actually get at the end?
Five things in out/: spritesheet.png (a 4×2 grid of eight frames), cover.png, preview.gif, a frames/ folder with each frame as its own PNG, and assets.zip with all of it. The sheet is the source; the frames folder is what most engines want.
Can I make a character that isn't from a game?
Yes. Write a short description instead of a name — "a red-haired knight in silver armour, a torn green cloak and a round shield" works better than "a knight". One character per run, so give it one.
Does it fit RPG Maker's 48×48 grid?
Not cell-for-cell out of the box. The sheet is eight frames in a 4×2 grid at whatever cell size the generation produced (309×562 in the run below). Scale the cells to 48×48 and take three frames per step if you need MV/MZ's walk layout — the frames are already evenly spaced on one baseline, so the re-grid is arithmetic, not redrawing.
Can I get four directions?
One direction per run. Run it again for front, back and both sides, or mirror the side view for the opposite profile. The pose comes from the skill's motion catalog, so the same character can be asked for another view without a new description.
How many frames, and how fast does it loop?
Eight frames, played at 8 fps by default — a full step cycle in about a second. preview.gif uses that timing, and the frames are plain PNGs you can retime in your engine.
Is the background transparent?
The generation asks for a transparent background and the slicer keeps the alpha channel, so the character sits on nothing inside each cell. The run below reported alpha on every frame and zero frames touching a cell edge.
The character came out wrong. What should I change?
Change the description before you rerun. Name the outfit, hair and palette, and drop props that fight for the same twelve pixels. A group shot will not slice into clean frames.
Can I use the sprite in my game?
Yes. PNG frames and a GIF are what engines import; the zip is just the bundle. Keep the sheet as your source of truth and regenerate only the action that is wrong.
Your cast is waiting for legs.
Start with one character. The sheet, the frames, the loop and the zip come back in a single run.