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Censor is a standalone palette analyser inspired by DawnBringer's Palette Analyser for GrafX2, with a compatible layout. It helps with creating and evaluating restricted palettes by providing visualisations and highlighting certain properties.
It can be used in a browser on Lospec, by uploading an image or opening the analysis from any palette on the Lospec palette list. The command line version, installed with Cargo, reads a palette from an image, a text file, a list of hex codes or a Lospec palette name, and can also output its metrics as CSV.
Create palettes with up to 24 colors per group and 5 groups, allowing for a maximum of 120 colors. Choose from five color spaces (OKHSL, HSL, HSV, LCH, and HWB), generate palettes from a base HEX color, or explore different color harmonies (Monochromatic, Analogous, Complementary, Split Complementary, Triadic, and Tetradic).
Once your palette is ready, use the built-in accessibility checker to evaluate color compatibility and contrast ratios. You can save palettes locally, export them in various formats (PNG, JPG, SVG, ASE, GPL, and plain text), or share them via URL.
Super Color Palette also features light and dark modes, as well as a grayscale toggle.
Analyse Palette was created by Richard "DawnBringer" Fhager as part of DB's Toolbox, a collection of Lua scripts for GrafX2. It generates a single image showing how a limited palette covers the color spectrum, along with other information about the palette.
PureAsbestos converted it to run outside of GrafX2, so it can be used in a browser on Lospec without any other software. Upload a pixel art image of up to 2048x2048 pixels and 256 colors to analyse its palette, or open the analysis from any palette on the Lospec palette list.
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.
Asset store packs, free libraries, your own sculpts, an old project: modern models look great but are useless for a PS1-style game as they are, with tens of thousands of triangles, 1K–8K PBR texture sets and normal maps. PSXIFY turns any of them into a real PSX-era asset: a few hundred triangles that keep the silhouette, one small texture atlas with a limited palette, and all the lighting detail baked into the colour.
Drop the .blend, .fbx, .obj or .glb into the window. That's it. Move a slider and see the result instantly in a 320×240 preview with vertex jitter, affine texture warping and 15-bit dither.
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.
Its standout feature is built-in isometric tools: a 2:1 iso grid, pixel-clean lines that snap to iso angles, shapes that sit on walls and floors, and shaded cubes and cylinders drawn in a single drag.
It also has everything you’d expect for sprites and animation: a frame timeline with onion skin, per-frame timing and animation tags; pixel-perfect pencil, dither brush and dither gradient, symmetry and live outline; RotSprite rotation and free transform; custom brushes and shareable brush packs; a built-in pixel font creator with a Text tool; .hex palette import (works great with Lospec palettes); and export to PNG at any scale, sprite sheets with Aseprite-format JSON, and transparent animated GIFs.
One-off purchase on the Microsoft Store, with a free 30-day trial.
Features include layers, frame-by-frame animation, onion skinning, indexed colour, custom palettes, selections and PNG export. The free version supports canvases up to 128 × 128 pixels, three layers and six animation frames.
An optional Pro upgrade increases these limits and adds workflows including editable Aseprite import and export, sprite sheets, animated GIF and WebP export, seamless tiled drawing, symmetry and dithering.
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.
The offline edition imports multiple PNGs, folders, or a ZIP, previews the changes, and exports up to eight named variants in a ZIP. Folder paths and original filenames are preserved within each variant folder. Color mappings can be saved and loaded as JSON. Processing runs locally in a current desktop browser.
The free browser demo supports one image, one variant, and PNG export. The offline batch edition is a $5 USD one-time download. Batch limits include 300 PNGs, 64 MiB of input, 2048 pixels per side, and 8,388,608 source pixels. Animated, 16-bit, and interlaced PNGs are not supported. Output is 8-bit RGBA; PNG metadata and color profiles are omitted. Additional ZIP and output limits are documented in the app.
Development used AI-assisted code. The tool applies explicit color mappings and does not use AI models to process images.
PyDPainter is an open-source pixel art and animation program inspired by classic 16-bit painting tools like Electronic Arts' Deluxe Paint. Built with Python and PyGame, it provides a retro-styled digital canvas for creating pixel art, sprites, and frame-by-frame animations.
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
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