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Simple Pixel Art Editor is a free pixel art editor that runs in the browser, with no install or account needed. It covers sprite drawing with layers, mirror drawing and selections, frame-by-frame animation with onion skin and frame tags, and exports to PNG, GIF and sprite sheets.
It also includes tools for game assets: a tileset editor that generates Wang-16 and blob-47 auto-tile terrains from a base tile and exports Godot 4 TileSet (.tres) and Tiled (.tsx) files, a tilemap painter with an isometric mode, a palette library and an image-to-pixel-art converter.
It suits beginners and hobbyists making sprites and tilesets for small 2D games. The source code is MIT-licensed.
Gribble is a pixel art and animation editor that runs in the browser (gribble.app) or as an Android or iPhone app. One account syncs projects between all devices.
Website: gribble.app
Android: Play Store
iOS: App Store
Layers with opacity and 15 blend modes. Frame-by-frame animation with onion skin, frame tags and playback.
Every stroke is recorded, so a finished artwork can be exported as a timelapse.
The community features includes a global gallery with museum frames, a profile page, followers, likes and achievements.
Brushes, eraser, bucket, dither gradient, color picker, global color picker, ellipse tool, square tool, line tool, square select, lasso select, magic wand, dither, shading, outline, gradient, symmetry, smudge.
Autosave, cloud-storage, timelapse, image/GIF imports, image/video/GIF/code/spritesheet exports, unique 9-patch mode and export, palette lock, alpha lock, themes, pixel perfect, 512x512 grids, palettes, gribble files (.grbl), artwork forking.
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.
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.
Divoom is a pixel art editor for Android and iOS devices, letting you create and import pixel art for display on Divoom devices such as the Ditoo speaker or the Pixoo picture frame.
It can be used without these devices just as a portable pixel art program and features the ability to import and resize images, as well as layers and animations.
There is also a text display function with many animated effects and palettes, as well as some audio features such as a keyboard and simple DJ mixer.
Divoom also features a pixel art gallery and community, allowing you to display images from community members on your devices and interact with pixel artists across the globe.
Make Sprite Sheet is a browser-based utility for assembling, splitting, and converting 2D sprite sheets locally without uploading files to a server.
It supports packing up to 256 PNG, WebP, or GIF frames (up to 20 MB per file) into a grid layout, adjusting columns, padding, and spacing, previewing frame-by-frame animations at custom FPS, and exporting a transparent PNG sprite sheet alongside a JSON atlas compatible with 2D game engines such as Godot, Unity, and Phaser. It also includes tools for converting animated GIFs into sprite sheets and splitting existing sprite sheets back into individual frames.
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.
PicoImageTool is a lightweight, portable application designed for preparing graphics for retro computers, embedded systems, and other hardware with limited display capabilities.
The application provides tools for image resizing, color quantization, palette management, and dithering, allowing modern images to be converted into formats suitable for low-color and indexed graphics systems.
PicoImageTool was originally developed in late 2025 as a small internal utility for Raspberry Pi Pico (hence the name) projects using VGA output.
The initial purpose was to convert PNG images into raw indexed graphics data while maintaining a separate, unified palette.
What began as a simple hand written project-specific tool has since evolved into a more versatile image conversion utility, with an improved interface, additional processing algorithms, and support for retro image formats. Currently its mostly vibe coded using Codex.
It's completely free and requires no installation.
Requirements: .NET 10 Desktop Runtime x64
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.
Users can adjust the output size, reduce images to 8, 16, 32, or 64 colors, choose fixed palettes, enable dithering, and crop the source image. Manual color replacement supports undo and redo. Results can be exported as PNG at 1×, 2×, 4×, or 8× scale.
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.
Spritefold rearranges character sprites into the sheet layout RPG Maker MV and MZ use: three frames by four directions per character, up to eight characters per sheet.
It starts from a common layout (4-frame walk strips, LPC walk rows or RPG Maker order) or a custom grid where you pick which cell plays each frame, and previews the walk at RPG Maker's default speed. 32 px art can be padded to 48 x 48 or scaled 2x. The right-facing row can be the left row flipped. It reads PNG, GIF and WebP and exports PNG with transparency.
It runs in the browser. The free version on its itch.io page exports one character at a time; the paid version, an HTML file that also works offline, adds batch export of a whole pack, eight-character sheets, saved mappings and object sheets.
Spritefold for Aseprite adds two commands to Aseprite's File > Export menu for RPG Maker MV and MZ.
RPG Maker Battler Sheet reads an animation's tags by pose name (Idle, Attack, Hurt, Spell, Victory, Dead and the other side-view poses, plus alternative names such as Slash or KO) and arranges the 18 poses, three frames each, in RPG Maker's 9 x 6 side-view battler layout for the img/sv_actors folder. Poses without a tag use the Idle frames. Options: flip art that faces right, pad cells to 64 x 64, and scale 1x to 4x. A preview plays the poses at RPG Maker's battle speed.
RPG Maker Character Sheet turns walk tags (down, left, right, up) or a 12-frame timeline into a single-character sheet, or into one slot of an eight-character sheet. It reads 3-, 4- and 9-frame walk cycles and can use the left walk flipped for the right. It can also name the file with RPG Maker's ! prefix, which marks objects such as doors.
It needs Aseprite 1.3 or later and does not modify the sprite.
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