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It covers the usual pixel art tools (pixel-perfect pencil with a stabilizer, shapes, paint bucket, gradient with dithering, lasso and magic wand selections, symmetry, a tile preview for seamless textures) along with layers, groups, blend modes, layer effects (outline, drop shadow, glow) and reusable components: a sprite drawn once can be placed on any board, and its copies follow it.
Palettes belong to each file: classic presets, the colors used in the drawing, palettes the user keeps, or .hex and .gpl files. Shade and lighten step along the palette’s ramps. A reference image can sit under the drawing to trace over, and the eyedropper picks its colors.
For isometric work it has a 2:1 grid that tools snap to, 2:1 lines, box, cylinder and pyramid tools shaded from the palette, extrusion of flat shapes into volumes, shapes drawn on walls or on the ground, staggered tile previews and images laid onto a face. A file can hold several boards side by side.
Exports: PNG at 1× to 32×, SVG with one path per color and the layers kept as groups, .aseprite files, tilesets for game engines (PNG sheet with a Tiled tileset and map), and the drawing as code (React, CSS, JSON or ASCII).
Its strongest areas are isometric pixel art and work that ends up in design tools or code: components and multiple boards for icon sets and UI assets, and SVG that pastes into Figma as vector shapes. It suits game artists making sprites, tiles and isometric scenes, designers who need pixel icons, and people trying pixel art without installing anything. It has no animation yet, and works best with a mouse or trackpad; tablet support is in progress.
Docs: baipix.app/docs
New ramps come hue-shifted out of the box, with light steps leaning towards yellow and dark steps leaning away from it, so you start from good shading and fine-tune from there. Click to add curve points and drag to reshape them; smooth curves never overshoot, so your shades always stay in order.
Check your work as you go:
- A hue wheel and lightness plot show every ramp in the palette at once
- Greyscale mode shows the true lightness of every colour, to check your contrast
- Preview a ramp on a sample orb or cube, or open your own PNG and see it recoloured with your palette
Shared colours let you use one outline or highlight colour across every ramp, and a colour limit (4 to 256) warns you when the palette grows too big.
Export as a .hex file, a PNG strip (1 px or 8 px per colour) or a PNG with a row per ramp, ready to load into Aseprite or any other editor. If you use Rastrivo Studio, Send to Rastrivo opens the palette there in one click and saves it as a preset.
Free, with no account, ads or tracking. Available for Windows on the Microsoft Store, with a Mac version coming soon.
The look is built from nodes: light bands, hue-shifted colour ramps, selective outlines, palettes (Lospec .hex and GIMP .gpl), dithering and cleanup. It measures and reduces flicker between animation frames.
It exports PNG sheets with JSON, .aseprite files with layers and tags, Godot SpriteFrames, GIF, and normal and depth maps, and has a command line for batches. A free browser demo covers import, camera, animation and PNG export. It is aimed at game developers who model in 3D and want consistent multi-direction sprites.
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