At a small scale, detail gives way to silhouette and action. Vela keeps her cloak and lantern; the knight retains his helmet, sword, and chest ember. These studies turn the pair into independent transparent sprite packages for use in a desktop companion program.
Two characters, one ground line
Both atlases measure 1024 × 896 pixels, with 128 × 128 cells facing right. Their shared foot baseline is y=119 inside each cell, allowing idle, walk, and other states to use the same placement. The knight is slightly taller and broader without changing the proportional system: median idle-frame character heights are 98.5 and 106 pixels respectively.
Small actions need a clear purpose
Each character has seven states: idle, walk, work, cheer, sleep, held, and poke. Idle uses a blink and small changes; work switches to a legible seated posture and hand activity. Walking needs alternating steps rather than a standing image swaying in place.


Separate previews show Vela walking, Vela working, the knight walking, and the knight working.
From atlas to reusable asset
The atlas assigns one row to each state. Its manifest records row position, frame count, frame rate, and looping behavior. Delivery checks cover dimensions, empty frames, transparency, residual background color, cell edges, and foot placement. Reviews against light and dark backgrounds help reveal edge problems.
This record presents two prepared animation packages rather than a downloadable desktop application. The atlases address movement and alignment; window behavior, input handling, and desktop interaction remain the responsibility of the host program.