Adjust animation speed via playback FPS, not by redrawing sprite sheets

Game developers often unnecessarily modify sprite sheets when animation speed feels off, but the fix usually lies in adjusting playback FPS rather than adding or changing frames. The same eight-frame sprite sheet can produce a one-second loop at 8 fps, a two-thirds-second loop at 12 fps, or a half-second loop at 16 fps — no pixel changes required. Developers should distinguish between source FPS, frame count, and playback FPS, as these are independent variables that together determine how an animation feels in-game. To avoid rounding drift when calculating frame timing, each boundary should be derived from its index rather than by repeatedly adding a fixed hold duration. Both Godot and Phaser offer engine-level controls for animation speed, and tools like the FrameSprite timing calculator can help export per-frame timing data for more precise adjustments.
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