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Export & import

Sprites your engine can read, in one click.

Sheets with standard JSON, GIFs that play like your preview, crisp scaled PNGs, and a shortcut that re-exports after every tweak.

See exactly what your engine will get. Pick a layout and a data format for this walk cycle. The sheet and its JSON update live, built by the export dialog's own code.

Sheet type
Data file
Scale

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144 × 24 px · 6 frames

{
 "frames": {
  "Pip 0.png": {
   "frame": {
    "x": 0,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "rotated": false,
   "trimmed": false,
   "spriteSourceSize": {
    "x": 0,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "sourceSize": {
    "w": 24,
    "h": 24
   },
   "duration": 100
  },
  "Pip 1.png": {
   "frame": {
    "x": 24,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "rotated": false,
   "trimmed": false,
   "spriteSourceSize": {
    "x": 0,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "sourceSize": {
    "w": 24,
    "h": 24
   },
   "duration": 100
  },
  "Pip 2.png": {
   "frame": {
    "x": 48,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "rotated": false,
   "trimmed": false,
   "spriteSourceSize": {
    "x": 0,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "sourceSize": {
    "w": 24,
    "h": 24
   },
   "duration": 100
  },
  "Pip 3.png": {
   "frame": {
    "x": 72,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "rotated": false,
   "trimmed": false,
   "spriteSourceSize": {
    "x": 0,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "sourceSize": {
    "w": 24,
    "h": 24
   },
   "duration": 150
  },
  "Pip 4.png": {
   "frame": {
    "x": 96,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "rotated": false,
   "trimmed": false,
   "spriteSourceSize": {
    "x": 0,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "sourceSize": {
    "w": 24,
    "h": 24
   },
   "duration": 100
  },
  "Pip 5.png": {
   "frame": {
    "x": 120,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "rotated": false,
   "trimmed": false,
   "spriteSourceSize": {
    "x": 0,
    "y": 0,
    "w": 24,
    "h": 24
   },
   "sourceSize": {
    "w": 24,
    "h": 24
   },
   "duration": 100
  }
 },
 "meta": {
  "app": "https://pixelartmakers.com",
  "version": "1.0",
  "image": "Pip.png",
  "format": "RGBA8888",
  "size": {
   "w": 144,
   "h": 24
  },
  "scale": "1",
  "frameTags": [
   {
    "name": "walk",
    "from": 0,
    "to": 5,
    "direction": "forward",
    "color": "#15cb6fff"
   }
  ]
 }
}

Your tags become animations your engine understands. The JSON carries every frame's position and timing plus your tags with their direction and repeats, in the standard hash or array format that Phaser, Godot, Unity and LibGDX read.

Post-ready GIFs, timed like your preview. Scale them up crisp with nearest-neighbour and keep every frame's duration.

Set it up once. Ship every size together. Add 1×, 2× and 4× rows, or a GIF, to the Export panel and download them all in one click.

Tweak. ⇧⌘X. Test in-game. Repeat last export runs your last export again with the same settings, with no dialog.

Bring in what you already have. Drop images, animated GIFs, numbered frames and palettes onto the canvas, and cut any sheet into frames with a live grid.

GIFs become frames

Every GIF frame arrives with its own timing.

Numbered files become an animation

Drop walk0.png … walk7.png and load them as one animation, in the right order.

Sheets become frames

Import sprite sheet… lines a live grid up on any sheet and cuts it into frames you can retime and tag.

.pixelart files

New

Keep a complete copy of any file. Download .pixelart file (⇧⌘S) saves every artboard, layer, frame, linked cel, tag and the palette. Drop it back in to open it again.

Palettes travel too. Load and save .gpl, .hex and PNG palettes.

Explore palettes

Format questions

What can I import?

PNG, GIF and Animated PNG (animations become frames), JPEG, WebP and BMP images; numbered image sequences; sprite sheets through Import sprite sheet…; .gpl, .hex, .pal, .act and .col palettes, plus PNG palettes through Import palette…; and .pixelart files. Images larger than 256 px are scaled down with nearest neighbour, and a small image dropped on an artboard lands as floating pixels. Files can be up to 16 MB.

What can I export?

PNG, animated GIF, Animated PNG, WebP, JPEG, numbered PNGs in a .zip, a PNG strip, and sprite sheets with JSON (hash or array, strips, rows, columns or packed, with trim, extrude and merged duplicates), all at 0.5× to 20×, from the whole canvas, the selection or a slice. Also palettes (.gpl, .hex, .pal, .act, .col, PNG strip) and complete .pixelart files.

Will my sprite sheet work in my engine?

The JSON is the standard sprite-sheet format (hash or array) that Phaser, Godot, Unity and LibGDX read, with frame positions, durations, tags, layers and slices. Check your engine's sprite-sheet importer for the variant it expects.

Can I open files from other pixel editors?

Other editors' own file formats don't open in Pixelart Makers. Export a PNG sheet or a GIF from your current editor and bring it in: Import sprite sheet… cuts a sheet into frames, and GIF frames keep their timing.

How big can a sprite be?

Each artboard can be up to 256 × 256 pixels with up to 256 frames and 64 layers, and a file can hold up to 100 artboards. Palettes hold up to 256 colours.

Can I work offline?

Pixelart Makers needs a connection because it saves as you draw. You can download a complete .pixelart copy of any file at any time.

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