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Image Editor

Edit pixel assets and palettes

The image editor keeps lightweight pixel and tileset asset work near the map workflow, so you can adjust art without jumping into a separate utility for every small change.

Step 1

Draw and revise assets

Use the pencil for direct pixel work, the eraser for transparent cleanup, the paint bucket for flat color regions, and shape tools for lines, rectangles, and contours. Brush-size menus let drawing tools work at small pixel scale or larger cleanup scale.

  • B selects Pencil in the image editor.
  • E selects Eraser.
  • G selects Paint Bucket.
  • L selects Line, R selects Rectangle, and U selects Contour.

Step 2

Select, move, crop, and soften

Use selection and move tools when you need to reposition part of an asset. Use crop when you need to focus the working area, and blur when an asset needs a softer edge or quick paint-over treatment.

  1. Select an area of the canvas before moving or copying pixels.
  2. Use crop controls for framing work in progress.
  3. Use the blur size menu for controlled softening.

Step 3

Bring palettes into the workflow

Palette import helps keep asset colors consistent across tools. Use common palette formats when you are moving between pixel art utilities or sharing a color ramp with collaborators.

  • GIMP .gpl palettes are supported.
  • Adobe ASE and Aseprite palette data are supported.
  • JASC .pal, Paint.NET .txt, and plain .hex lists are supported.

Next guides

smart_toy

Generate art direction drafts

Use provider-backed image generation for tilesets, sprite sheets, backgrounds, icons, UI elements, and VFX concepts.

flag

Create your first project

Start a local browser project, set up a map, choose a tileset, and save a native project backup.

output

Move projects into game engines

Import and export native files, raster images, Phaser bundles, Tiled maps, Godot scenes, Unity bundles, GameMaker rooms, Defold resources, tIDE maps, and Mappy FMP maps.