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A sprite sheet generator packs many separate images into one file, plus a data file telling your engine where each frame sits. Games load one texture instead of twenty. Drop images in, arrange them, export.
Drag and drop your files into the uploader. PNG, JPG, GIF, and JSON are supported. The tool arranges your sprites into a sheet automatically. You can then adjust columns, spacing, and layout.
Yes. Character sprites, tilesets, UI sheets, full atlases. The packer is MaxRects on axis-aligned rectangles, which is good enough for anything that fits one texture.
Yes. Drop an animated GIF in and each frame is extracted into a clean sprite strip or grid, ready to export.
You do not need one. Uploads get arranged for you, and columns, cell size, spacing, and padding are all yours to override afterwards. If you want a blank grid to draw on, the sprite sheet basics guide has free templates.
Upload your PNGs and they get stitched into one sheet. Selection order becomes frame order, and you can change both that and the layout afterwards.
A sprite strip arranges frames in a single horizontal or vertical row, which works well for simple animations. A sprite grid uses rows and columns, which suits larger collections or character sheets.
A sprite chart is another name for a sprite sheet: a single image containing every frame of an animation or set of game sprites laid out in a grid. This tool creates sprite charts from your images and can split existing ones back into frames.
Yes, on phones and tablets. Drawing pixel art on a phone screen is its own kind of pain, but importing, arranging, and exporting all work.
No hard limit. Everything stays decoded in the tab, so your own memory is the ceiling, not a server quota.
100% free. No paywalls, no premium tiers, no hidden costs. Every feature is available to everyone.
Yes. Right-click a sprite and choose Edit. The pixel editor has pencil, eraser, bucket, line, rectangle, and circle, with fill and outline on the shapes. Bucket tolerance is adjustable, which matters on anti-aliased art.
Yes. Create, rename, reorder, duplicate, and toggle visibility on layers. Useful for characters, backgrounds, and effects on separate layers.
Non-destructive colour adjustment across a sprite: hue (-180° to +180°), saturation, brightness, contrast, sepia, and invert. Nothing is written into the frames until you bake it, so you can back out at any point.
Yes. Duplicate a sprite and shift the hue to get red/blue/green versions, a common technique for enemy types or player teams.
Yes. The preview plays your frames at a configurable FPS so you can check timing before exporting.
PNG sheets, animated GIFs with custom FPS, JSON atlas (Phaser/PixiJS), Tiled tileset (.tsj), XML (Starling, Adobe Animate), CSS sprites for web, and ZIP of individual frames.
For Godot: export directly as a SpriteFrames .tres with AtlasTexture regions. Drop it into your project alongside the PNG. For Unity: export PNG and use the built-in Sprite Editor to slice. Aseprite and other formats are also available.
Pick the JSON Atlas format. It generates a TexturePacker-compatible JSON alongside the PNG, which loads directly in Phaser or PixiJS.
Yes. CSS Sprites export generates a CSS file with classes for each sprite alongside the sheet image. Drop both into your web project to use sprites as background-image.
Columns, manual cell width and height, negative spacing to close gaps, a background colour of your choosing, and pixel-perfect rendering. Between them they cover most engine requirements.
Power-of-two dimensions: 512, 1024, 2048. Most engines allocate texture memory in those steps, so a 1030px sheet costs you a 2048px slot. The packer already minimises wasted space inside the sheet.
Yes. Load the sheet, set the grid, and every frame comes back out as its own image. Auto-detect handles sheets that were never on a grid, and atlas mode uses the frame rectangles from a JSON, XML, or plist if you still have one.
Yes. Publish to the community gallery with a title, description, and tags. Each upload gets a unique URL.
A public collection of user-submitted sheets. Browse, search, and filter by tags like character, tileset, animation, pixel art, and UI.
Yes. Export the full project as JSON, including sprites, layers, grid, and layout. Import anytime to pick up where you left off. No account required.
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Core functionality works while the page is loaded. You need internet only for the initial load, the community gallery, and sharing.