Sprite Sheet Studio

Select sprites from random images and snap them into an export-ready grid.

1) Source Images

Drag and drop images
Extract mode

Uses perceptual color distance, smooth alpha falloff, optional flood from edges (for solid backdrops), and defringe to strip leftover background tint on anti-aliased edges. Pick the background color when you can.

Selection: none

2) Sprite Library

Drag a sprite into a grid cell

Import grid sprite sheet

Frames are read left-to-right, then next row.

How to measure frames

Frame size (px)

Spacing & offset

Gaps sit between cells. Origin is where the grid starts (top-left).

No sprites yet. Extract with rectangle or lasso, then Add Selection.

3) Build Sheet

Rows are letters, columns are numbers

Grid fill, stretch, pixel align & more — use Menu in this section’s header.

Offset 0, 0 — use arrows or keyboard

Selected cell — size & color

Pick a placed cell first
Mirror

Tip: Fit + Center scales inside padding so sprites are not glued to cell edges—use nudge mode to shift by 1px. Use stretch only when you want to fill the cell.

4) Animation Preview

Build frame sequence from sheet cells
No frames selected

1) Palette

Name each color = sprite name in JSON

No images—colors stand for sprite types. Each filled tile shows edge markers: top black, bottom white, left blue, right green. Use flip controls to orient them.

2) World

Map size

3) Brush

Tools & flipping
Paint: …

4) Object templates

Paint squares, then save

Paint a multi-cell shape below (same palette & flip state as brush). Right-click erases. Then name it and save—use Stamp object on the map.

5) Export

Layout JSON

Exports tileSizePixels, palette, per-cell name + flipH/flipV, and objects with relative dx/dy tiles.

World map

Paint: drag. Erase: right-click. Flip H/V controls orientation. Object editor: right-click clears.
Hover: - Map: 0 x 0