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From Prompt to Playable: Make a Complete 2D Game Character

An end-to-end workflow on Voidless: generate a character, rotate and animate it, add sound, and have the game agent put it in a playable scene.

A Voidless project with a top-down ninja game running in the browser on the left and the game agent chat on the right
The game running next to the agent chat, in one project.

This workflow ties the whole platform together. We'll start from a text prompt and finish with an animated character you control in a game, without leaving Voidless.

1. Start a project

On your dashboard, type a first request in the prompt box, for example "a young mage with a blue cloak, pixel art, side view". Voidless starts a project and puts the sprite in its Library tab. (You can also make the sprite in the image generator with Type set to Character and add it to the project.)

2. Settle the style

Note the model, Style, Colour Palette and Size you used. You'll reuse them for enemies, NPCs and items so the whole game matches.

3. Animate it

Open the sprite in the editor and click Animation set. The platformer preset gives idle, run, jump, attack, hurt and death in one pass, all at the same size with the feet on the same line. For a top-down game, Generate Rotations first, then use the top-down walk preset, with Flip to left side on.

4. Add sound

Ask in the project chat, or use the audio generator: "a short whoosh for a staff swing", "soft footsteps on grass", "calm 8-bit exploration music". The sounds land in the same project Library.

5. Build the game

In the project chat, describe the game: "a side-scrolling platformer where the mage runs and jumps across floating islands, using my mage animations, with the swing sound on attack". The game agent reads the project, writes the code (Phaser for 2D games), and runs the game next to the chat. Because the assets are in the same project, it uses the real files by name. No downloading or copying URLs.

6. Play and tune

Play it, then ask for changes in plain words: "make the jump a bit higher", "the run looks like it slides, slow the run animation down". Every build is saved as a checkpoint, so you can roll back if a change goes wrong.

7. Export

Download the game as one HTML file with every asset inside, or export the sprite sheets and audio for your own engine.

The takeaway

Each step hands off to the next: sprite, animation, sound, game. After one full pass, a new enemy or NPC takes a fraction of the time.

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