Game asset processing3 min read

Why Sprite Frame 10 Plays Before Frame 2

Reproduce filename sorting with four frames, then validate zero-padded names and explicit frame order.

Why Sprite Frame 10 Plays Before Frame 2
Four yellow jump poses arranged in sequence with a pronounced gap in the middle

If a jump suddenly reaches its last pose and then goes back to the early poses, check the imported frame order. A four-frame fixture helps separate that problem from timing or pivot alignment.

Reproduce the jump with easily identified frames

Use four PNGs with distinct silhouettes. Name them jump_1, jump_2, jump_9, and jump_10, keeping the extension consistent. Import from an empty folder using your regular pipeline and write down the observed order. A plain string comparison can produce 1, 10, 2, 9. Numeric ordering gives 1, 2, 9, 10.

Make the handoff deterministic

  1. Choose a fixed width for the sequence: 0001, 0002, 0009, and 0010 are easy to compare even as the project grows.
  2. Rename into an empty output directory and keep a mapping from each new number to its source file.
  3. Reimport and inspect the first and last frames, then step across the 9-to-10 boundary. If your importer takes a frame manifest, inspect the order in that manifest too.

Fixed-width numbering helps when the prefix and extension are the same. A gap still deserves a check. It might be intentional sampling, or an export may have missed a frame. Once the order is correct, adjust timing or alignment in a separate pass.

For asset preparation, open the Tooliva tool. Run the acceptance checks in your own working files and target environment.

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