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The image is resampled to an internal grid from 32 to 512 px, with optional color reduction to the Game Boy, NES or PICO-8 palettes, adjustable dithering, posterization, contrast, saturation and black crush. Extra effects include chromatic aberration, scanlines, grain and a wobble effect that exports a 4-frame looping GIF. Export at native size, x2, x4 or 1080p with nearest-neighbor scaling.
Images are processed locally in the browser and never uploaded. No account or install required. Interface in English and Italian. Built by a solo developer while making pixel art for his own game, as a quick way to test how a palette looks on a reference image. Bug reports and feedback are welcome.
Multipaint paints inside the real limits of 8-bit machines. Pick a target - Commodore 64, ZX Spectrum, MSX, Amstrad CPC and others - and the canvas enforces that machine's resolution, palette and attribute rules while you draw, so what you see is what the hardware could actually display. It exports in native formats.
PixaTool converts images, sprite sheets and video into pixel art, with control over the output resolution, the palette, dithering, outlines and CRT-style effects. It works in batches and from the command line, which makes it useful for putting a whole folder of art through the same treatment.
PixelOver turns existing artwork, 3D renders and photographs into pixel art, with control over the palette, the dithering and the outline. It can rig and animate what it produces, so a single drawing becomes an animated sprite without pixelling every frame by hand.
Pixelmash takes high-resolution artwork - painted, photographed or rendered - and pixelizes it through a stack of layers whose settings stay editable. Change the output resolution or the palette at any point and everything downstream re-renders, which makes it a way to try pixel sizes rather than commit to one.
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