Guides

Sprite sheetguides.

From your first sheet to a working import in Godot, Unity, Phaser, or Construct. Each guide is written for this editor and shows the steps in screenshots.

Getting Started: Your First Sprite Sheet
Start here

Getting Started: Your First Sprite Sheet

A screen-by-screen walkthrough of the editor: import and slice an image, arrange the grid, preview the animation, fix pixels, recolor, and export.

Read the walkthrough
Start here
2 guides
Sprite sheets
4 guides
Pixel art
2 guides
Engines
3 guides
In order
4 stages

A path through all of it

The cards above are grouped by topic. This is the order to read them in if you are starting from nothing and want to end with a sheet that behaves in your engine.

  1. 1

    Get something exported

    One walkthrough from an empty canvas to a file your engine opens. Read this first even if you already know what a sprite sheet is, because it names the panels the other guides refer to.

  2. 2

    Understand the sheet

    What a sheet is, why engines want one, and the two decisions that cause most import problems: cell size and the gap between cells. If frames drift or bleed after import, the packing and padding guide is where to look.

  3. 3

    Make it move

    Timing, spacing, and the frame counts that read well at small sizes, then the practical route from an animated GIF into frames you can pack.

  4. 4

    Make it look right in engine

    Filtering, integer scaling, and camera snapping, then palette work for variants, then the engine specific import steps. A correct sheet can still look wrong in an engine, and the cause is nearly always a setting, not the art.

Straight to the fix
10 problems

Find the guide by what went wrong

Most people show up because something looks wrong on screen. This table lists common symptoms and the guide that fixes each one.

What you are seeingUsually becauseRead
Frames drift sideways as the animation playsCell size or padding does not match what the sheet was exported with.Open guide
Pixel art is blurry in the engineTexture filtering is set to linear. Most engines default to it, and each has one setting to switch it to nearest.Open guide
A thin line of the next frame shows at the edgesTexture bleeding. Add a gutter, or let the engine extrude the frame borders.Open guide
The character bobs up and down while walkingTrimmed frames are aligned to their own bounding box instead of to a common pivot.Open guide
The walk cycle plays in a jumbled orderFiles sorted alphabetically rather than numerically. Pad the numbers in the filenames.Open guide
The animation looks stiff at any frame rateEven spacing. Good motion holds on the extremes and moves fast through the middle.Open guide
A GIF became a sheet full of duplicate cellsGIFs repeat frames to fake timing. Drop the repeats and let the engine hold frames instead.Open guide
A recolored enemy lost its shadingThe hue rotation kept lightness and collapsed the value contrast the sprite relied on.Open guide
Pixels shimmer whenever the camera movesThe camera is at a fractional position. Snap transforms, or scale by whole numbers only.Open guide
The engine will not read the exported data fileThe wrong format for that loader. Each engine has one it reads without a plugin.Open guide

Every guide here was written against the editor as it currently behaves, with screenshots taken from it rather than from an older release. Engine steps name the exact menu path and the exact field, because a guide that says configure your import settings is a guide that helps nobody. Where a version changed a dialog, the guide says which version.

The level badge on each card is about assumed knowledge rather than difficulty. Beginner means nothing is taken for granted, not that the material is trivial, and advanced means the guide expects you to already know what a cell size is. Reading times are measured, not estimated, so a twelve minute guide is twelve minutes of reading and rather longer if you follow along in the editor with your own frames, which is the way to read all of them.

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