Major Update - Version 2.24

major update

AltusPixel · published

Macros — record it once, run it on a folder

  • Record by doing — hit Record, work normally (recolor, outline, posterize, rotate, resize…), stop, name it. Every step is captured with the exact values you used.

  • Run on a whole folder — apply any macro to every sprite in a folder in one click. Processed copies land in a separate output folder; your originals are never touched.

  • Or build macros step-by-step in the manager — no recording required.

Tilemap layers — edit one tile, update every copy

  • A new layer type whose cells reference your tiles instead of stamping flat pixels. Place a tile in thirty spots, then paint on ANY of them — all thirty update live, no dialog, no re-stamping.

  • Per-instance flips — mirror individual placements while they keep following the one source tile.

  • One undo reverts an edit everywhere at once, and the whole map saves into your project file.

Packed Atlas + engine-ready metadata

  • A real atlas packer — trim transparent borders, padding gutters, per-sprite pivots, power-of-two sheets, live preview. Pack your animation frames or a whole folder of sprites into one tight sheet with a JSON atlas engines already understand.

  • Godot, no plugins — tick one box and get ready-to-use .tres files: SpriteFrames built from your animation tags (exact timings, loops, pingpong) and AtlasTextures per sprite. Save into your project and res:// paths fill themselves in.

  • Auto-export on save — map a project to your game's asset folder once; every save re-exports everything, variants included.

Palette power tools

  • Palette Swap (cross-file) — remap one palette (or a single shade ramp) onto another, or hue-shift it while keeping every color's shading. Preview live, apply to the open image, or run it across a folder.

  • Variant matrix — declare "this sprite also exports gold / ice / team-red" as palette maps. Every export regenerates all of them from the base, so rarity tiers never drift and never get redrawn.

  • Rotation/flip variant sets — same idea for orientations: declare once, every export emits the rotated copies.

See it the way players will

  • Context Preview — your sprite composited onto a real screenshot of your game (or a neutral backdrop) at true game scale, live while you paint. Click to place it; check readability at 1×/2×/3× side by side.

  • Live effect layers — outline, silhouette and drop-shadow layers that recompute themselves as you edit the art underneath.

  • In-file snapshots + timelapse — named restore points saved inside your project, and an opt-in recorder that turns your session into a progress GIF. [/list]

Quality of everything

  • Text tool with bundled pixel fonts (plus any TTF), rendered crisp.

  • A calmer interface — tools grouped into families in a left sidebar, options inside each tool's flyout, a clean Studio default, and a "More tools" view when you want the full kit. Same power, less wall.

  • Frame tags with pingpong playback and tagged exports, configurable onion skin, reference image layers, free-transform corner handles on every layer, batch export presets with naming templates.

What's next

An autotile generator (draw ~10 edge tiles, get the full 47-tile blob set), a project asset browser, and whatever the reviews ask for loudest.