2D stories and sprites
Build a story adventure with generated pixel-art characters or your own sprites.
Choose 2D Story Adventure in Chapters to make a sprite-based game. The guided path covers your story, a playable scene, objectives and saves, connected scenes, characters, dialogue and menus, art, the opening, pacing, testing and packaging. You agree the viewpoint and scope first. A small first version is easier to finish.
Create a character
Open Generations → Create sprite and choose Character. Describe the character, then choose the camera (side view for platformers and side-scrollers, top-down otherwise), its size from 32 to 200 pixels, and 4 or 8 directions. You can also give it an image of the character facing the camera to turn into pixel art.
The request opens in chat; review the approval before it runs. Creating a character is one paid request, and Account shows your usage. The result is native pixel art on a transparent background, drawn facing every direction, saved as one sheet in Generations for you to review.
Animate an approved character
Open the character in Generations, choose a motion (Walk, Idle, Run, Jump or Attack) and select Animate with Ryuo, or ask in chat for any other movement. The same character is redrawn in motion, so its outfit, colours and size stay consistent.
Side-view characters are animated facing left and right; top-down characters in their
four main directions. Each direction is one paid request and saves its own animation,
for example HeroWalkEast and HeroWalkWest. Check each loop before using it.
Ryuo generates animation directions one at a time to support plans that allow only one generation at once. Each sheet finishes and is saved before the next direction starts. Individual directions can take a few minutes; each uses the same credits. Character, prop, animation and tileset requests also wait their turn, even when you ask for several at once. Cloud requests share a queue across Ryuo users and devices, so a busy generation service does not require you to resubmit. Cancelling a waiting request prevents it from being submitted. Accepted work keeps its place until the service finishes, even if the app disconnects. If Ryuo cannot confirm whether a submission was accepted, it holds that request for review. Check Account → Usage before trying again.
If the service is at capacity, the request waits. If one direction fails, later directions do not start. Earlier completed sheets remain in Generations. Review those results and request only the missing directions. Stopping a request prevents further submissions, but cannot undo work already accepted by the generation service.
Open a result to play or pause, step through frames, adjust preview speed, zoom, and switch the background. Fix this frame with Ryuo starts a conversation about replacing one frame while keeping the others.
Props and items
Choose Prop to make a chest, door, torch, sign or other object in your game's camera view. Most props need one view; choose 8 directions only for top-down props seen from every side. Open a prop in Generations, describe a motion such as "flame flickering" and select Animate with Ryuo to bring it to life. Each prop and each animation is one paid request.
Tilesets for your levels
Choose Tileset. Platforms makes side-view platform tiles on a transparent background, for example mossy stone bricks with grass on top. Top-down terrain makes two terrains that blend into each other, for example water and sand. You get 16 tiles that fit together in every combination, 16 or 32 pixels each, as one paid request. Ryuo also saves which tile goes where, so it can build levels from them.
Keep the art consistent
Pick one camera view, one character size and one palette for the whole game and keep them for every character, prop and tileset. Ryuo uses your game plan's palette for animations, props and top-down tilesets.
Use your own artwork
Choose My artwork, or open an image and select Prepare as sprite. Set the sheet's columns, rows, frame count, output frame size and animation speed. Frames are read left to right, then top to bottom. The source dimensions must divide evenly into your grid. Keep the same canvas and ground position in every source frame.
Existing transparency is kept by default. You can remove a flat magenta, green or white background connected to the edges of each cell. This does not remove complex scenery or automatically repair animation alignment. Check both light and dark backgrounds for leftover color. Preparation saves a new PNG and keeps your original. It does not charge for image generation; normal chat usage may still apply.
Uploads can be up to 25 MB. Preparation supports images up to 16 megapixels, grids up to 8 × 8, and up to 32 frames. Output frame dimensions range from 16 to 1024 pixels, with a total output limit of 16 megapixels.
Add it to your game
After reviewing the result, choose Add reviewed sprite to game and confirm in chat. Connect the Unreal project first. Project setup enables Paper 2D; an already open editor may need restarting through Ryuo before it can import sprites.
The import creates normal Unreal textures and sprites, plus a Flipbook for animations, under
/Game/Ryuo/Sprites. Existing assets are not overwritten. Ask Ryuo to connect the
animation to the intended player or character, then test movement and scene layering.
Gameplay collision stays separate from the sprite artwork.
Preview speed is temporary. To change the saved import speed, prepare a new version. If preparation fails, the original remains in Completed. Open it and choose Prepare as sprite to retry preparation without paying to generate again. If an import is interrupted, inspect the created assets before retrying.