AltusPixel · published · build 24893611
BIGGER UPDATES
Set your game folder once. Saving updates the art in your game and the engine picks it up. Sprite sheets export for Godot and Unity with their sidecar files, so frames import already cut. Tiles go to Godot as a TileSet. Maps go to Tiled. Pivots and anchor points travel with the export. Outlines become hitboxes. Set nine-slice margins for panels that stretch. One run exports every size you need.
Open common file and the layers, frames and tags arrive intact. Save one back out. Open a project file and layers stay layers, folders stay folders, blend modes come across. Save one back out. Each export lists what didn't make it into the export.
Pick a machine. Its palette loads and painting snaps to it. Sprite budgets show on the bar, and blocks over budget tint red as you work. On a large canvas the machine's screen is framed, so you can see what it would crop. Going outside constraints is flagged, never blocked.
Scale Image resizes the drawing, not the canvas around it. Edge cleaning rebuilds diagonals, so a staircase stays a line. Skew leans your art in whole pixels and tells you what falls off the edge. Move a selection by less than a pixel. Snap lines to your own angles. Anti-alias an edge using shades already in your palette.
A pre-assigned grid canvas gives every character its own cell. Draw them, set the baseline, and export a font file engines can type with. Kerning pairs are editable, so AV and To sit right. Text can be bold, italic, underlined or outlined. Four new faces. The picker now shows each font large enough to tell apart.
Turn a selection into a brush. Numbered PNGs load as one animated brush. Rename and delete brushes in the picker. Build your own materials and textures, keep them in a shared folder, and projects carry their own so a file opens the same anywhere. Pollen scatters. Push bends art without blending it. Every brush previews what it will touch.
The palette doctor finds near-duplicate colors, colorblind clashes, repeats and unused swatches, and offers safe fixes. Select a run of colors and work on all of them at once: spread them evenly, or shift hue and brightness together. Add a gradient map layer. Draw your own dither patterns and set the one the bucket uses. Cycle a shade ramp on screen while you draw, and your file is never changed.
Rig a face that blinks, talks and looks around. Mark which pixels are soft, so a bend folds instead of tearing. Bounce lands with weight. Wobble adds tilt. One drawing becomes a full looping animation, with every dial in whole pixels.
A jam clock. A development log that collects self-made screenshots and builds a recap. Snapshots become a how-I-drew-this strip. Build a store page from your art. Compare two versions and see what changed. Check whether your art reads small, in grey and to colorblind eyes. Build alternate outfits without rebuilding the sheet.
Big pictures redraw about twice as fast. Playback no longer repeats work. Bead charts print about ten times faster. Layer folders. Clip a layer to the one below. A scratch pad that never exports. Use your sprite as the mouse pointer. Export your art as a wallpaper. Bead patterns you can shop for. Deeper zoom and bigger canvases. An overview map for large canvases. Grow or shrink shapes by whole pixels. Hex grids, with terrain. Shorelines fill themselves. An example map becomes the terrain rules. Trace over anything on screen, and nothing behind the window is read. Macros run headless. The bucket no longer leaks. A failed save cannot destroy the old file. Empty pictures no longer pretend to export. The app tells you what is new. Every guide can show you the button, with the screen dimmed around it.