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Step 2 · Refine until the pixels are rightIntermediate7 min

Clean edges, alpha and palettes

The editor habits that separate an asset from a drawing: hard edges, honest alpha, and a palette you control.

You finish with

A sprite with clean outlines, correct transparency and a palette extracted from itself.

  1. 1

    Work with an indexed palette, not a color picker

    Open the Palette tab and use Extract from image (8/16/32/64 colors) on artwork you imported. Restricting the set is what makes later edits consistent — recoloring one entry updates every pixel that used it.

    Open the editor
  2. 2

    Use alpha as a tool, not a mistake

    The color field accepts #RRGGBBAA and has an alpha slider, so soft shadows and glass effects are real transparency in the file. Fractionally-opaque pixels stay that way through PNG and GIF export — they are not flattened on the way out.

  3. 3

    Check fairness at 1× zoom

    Zoom out regularly. Highlights that read beautifully at 800% usually collapse into noise at 100%, which is the only zoom your game uses.

    The status bar always shows save status — the autosave runs 800 ms after you stop drawing.

  4. 4

    Finish with transparency, not a background color

    Erase everything outside the silhouette. A transparent background survives every engine, theme and background layer; a painted one does not.

    Open the editor

Next

Make a sprite sheet

Combine frames into one game-ready PNG with the columns, spacing and scale your importer expects.

Continue

Tools in this guide