Looking for an good pixel art editor

Recommended Posts

Hi,

I am looking for an good but simple pixel art editor(and stable)

something like tiles for frames e.g. 128x128px *15 frames ( I need "higher" resolution, so 128px+ , not tiny 32px)

pastable layer for the draft

some tools, cut,copy,paste, pixel pen

 

output should be .png,.jpg....one picture with all character movements + idle movement

 

Share this post


Link to post
Share on other sites

Some alternatives:

http://www.piskelapp.com/ (Free)

http://pyxeledit.com/ (Free beta)

https://www.aseprite.org/ (Free trial)

https://www.gimp.org/ (Free)

The first three are made specifically for pixels, while Gimp is a great allround image editing and drawing software.

Hope it helps!

Share this post


Link to post
Share on other sites

I love using Aesprite. It does not cost much and covers everything I need for creating pixel art.

Additionally, it is on Steam, wich makes moving to other computers pretty easy. :D

For a long time I used GIMP, which did the job (I also did a few "Making Of"s in GIMP), but there really is a difference when using an editor made for pixel art. Especially, when it comes to animating.

Best thing will be to try different editors as they offer free trials.

Share this post


Link to post
Share on other sites
3 hours ago, RunBerserk said:

do you know maybe an 2d editor which has also joints?

This would be a 2D vector animation tool. You can also use a 3D one, in fact if you plan to do animations for games using a engine like Unity or Unreal then 3D tool would be better.

Blender is a powerful free 3D vector tool. https://www.blender.org/ Can do anything any 2D animator can and often much better. Note 2D and 3D bone animation is the exact same thing. The reason so many 2D bone tools die out is because the 3D tools are much better in every way. If you find Blender hard to use check Maya.

 

For bone animations some engines like Unity and Unreal can do these kind of vector animation inside the engine and don't need extra tools, unless you plan on doing some very fancy animations.

Spine is the only one that stuck around. http://esotericsoftware.com/ .Spine has mesh deform animations. Can export as 3D mesh, sprite sheet or a special mixture of both. It also has mesh morph animations, however most game engines can't use it. Spine is the only 2D animation tool that does more than what Photoshop can already do.

That brings me to the most powerful 2D tool. Photoshop http://www.photoshop.com/. Does everything any of the sprite tools can and most of what 2D animation tools can; only Spine has extras. The downside is the price and because it can do so much it isn't very clear on where some of the tools are.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Forum Statistics

    • Total Topics
      628766
    • Total Posts
      2984583
  • Similar Content

    • By Penelope Wece
      Hello everyone! My name is Penelope and I am currently working on a Visual Novel called Covet Angel`s. This will be a paid gig. I have been working on this game for a couple of months. Only now I realized I need to step up my game and get better writing in the game. There are 6 main characters that will have routes. 

      Requirements: 
      -Recognize`s at less some Japanese cutler
      -Need to write out teenager or young adult dialogues pretty well 
      -English is first language 
      -In experience in romance novels 

      What the game will have:
      At less 1-8 chapters for each character not including the prologue
      Good end, normal end, and bad end for each character
    • By Luhan M.
      I downloaded a pack of sprites, and I was wondering how do you manage to get the exact coordinates of a smaller sprite in an Atlas.
    • By Dafu
      FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064

      View full story
    • By Dafu
      FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064
    • By Dafu
      Hello all,
      I've been hard at work on a new retro pixel-perfect framework called FES Retro Game Framework. It is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      My own game I started working on using FES, a roguelike, very early: https://simmer.io/@Dafu/merl
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064
       
       
  • Popular Now