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About

Pixel art requires absolute precision. Unlike vector graphics or high-resolution painting, a single misplaced pixel changes the readability of a sprite. This tool is engineered for exact grid manipulation, eliminating the anti-aliasing artifacts found in standard photo editors. It operates directly on a coordinate-mapped matrix, ensuring that every color placement is binary: it is either there, or it is not.

We solve the risk of scaling artifacts. When exporting pixel art from standard software, resizing often introduces blur (bilinear interpolation). This engine uses Nearest Neighbor scaling algorithms during export, preserving the sharp, blocky aesthetic essential for game assets and retro interfaces.

pixel art sprite editor 8-bit drawing tool game dev

Formulas

Grid Coordinate Mapping

To translate a continuous mouse position P into a discrete grid cell xy, we apply the floor function to the offset coordinates divided by the scalar cell size s.

xgrid = floorxmouse โˆ’ xoffsets

Export Scaling (Nearest Neighbor)

When upscaling for export, the destination pixel color C at uv is derived from the source pixel at integer coordinates:

Cuv = Sourcefloor(u รท scale)floor(v รท scale)

Reference Data

System / StandardResolution (px)Palette LimitAspect Ratio
Atari 2600160 ร— 192128 colors4:3
NES (NTSC)256 ร— 24054 colors4:3
Game Boy (Original)160 ร— 1444 shades (Green)10:9
Sega Genesis320 ร— 22461 colors (of 512)4:3
SNES256 ร— 224256 colors (of 32k)8:7
Pico-8 (Fantasy Console)128 ร— 12816 fixed colors1:1
Icon (Favicon)16 ร— 16True Color1:1
Icon (App)32 ร— 32True Color1:1
Sprite (RPG Character)24 ร— 32Variable3:4

Frequently Asked Questions

Most image viewers apply "bilinear filtering" by default to smooth out images. This tool exports raw PNG data. To fix this in your game engine (Unity/Godot), set the Texture Filter Mode to "Point" or "Nearest Neighbor".
The engine supports up to 128x128 pixels. While the canvas element can handle more, sizes beyond 128x128 become impractical for manual pixel placement and typically require "Tilemap" tools instead.
Currently, this tool focuses on "creation from scratch" or loading its own .JSON project files. Importing JPEGs requires complex color quantization algorithms (dithering) to map them to a pixel grid, which is a different class of tool.
The Flood Fill algorithm uses a "4-way" connectivity approach (Up, Down, Left, Right). It does not leak through diagonal gaps, ensuring you can contain colors within 1-pixel diagonal lines.