MakeBead

~ FREE SPRITE EDITOR ~

Sprite Maker

Draw a sprite pixel by pixel, add frames, and watch it play while you work, with the previous frame shown faintly underneath. Download a looping GIF, or a sprite sheet that Godot, Unity or GameMaker slices by frame size. Free, in your browser, no account.

8 fps

Current color

#000000 · Black

Templates

Click a template to load it into the designer above.

How to make an animated sprite

1

Pick the canvas size

Open the size button and choose 16×16, 32×32, 48×48 or 64×64, or drag the sliders to any size from 4 to 100 pixels a side. The canvas starts at 32×32 with a transparent background, shown as a checkerboard.

2

Draw the first frame

Use the pen, fill, eraser and colour picker on a 256-colour pixel art palette, type any hex colour, or load a palette from Lospec. The shade buttons beside the current colour give you the next darker and lighter tone of the same hue, which is how sprite shading is built.

3

Add frames and animate

Duplicate copies the frame you are on, so the next step of the movement only needs the pixels that change. New frame starts blank. The preview plays the frames in order at the speed you set, and onion skin shows the previous frame faintly underneath.

4

Export a GIF or a sprite sheet

Export animation downloads a looping GIF at 1×, 2×, 4× or 8× scale, or a sprite sheet PNG with the frames in one row or in a grid. Every pixel stays a hard square, and empty pixels stay transparent.

What the sprite maker does

Frames, up to 32

Add, duplicate, delete and reorder frames from the strip above the canvas. The comma and full stop keys step to the previous and next frame, and undo covers frame changes as well as drawing.

Onion skin

The previous frame shows through the empty pixels of the one you are drawing, at low opacity, so each pose can be drawn against the last. Turn it off when you want to judge a frame on its own.

Live preview at 1–24 fps

A small preview beside the frames plays the animation while you edit it. Change the speed and the preview, the GIF and the saved sprite all use the new rate.

GIF and sprite sheet export

A looping animated GIF for sharing, or a PNG sprite sheet for a game engine, with no gaps between frames so it slices cleanly by frame size. A single frame can still be exported at exactly 1 pixel per cell.

A real pixel editor

Rectangle and lasso selection that moves, flips and rotates, copy and paste between frames, area erase, colour replace, a reference image to trace over, and 50 steps of undo.

Saved as you go

Your sprite is kept in this browser as you draw. Save it to your account to open it on another device, or copy the pattern code, which carries every frame and the speed.

Making a sprite that reads at game size

Choose the size first, then draw to it

A sprite canvas is not a picture that gets scaled down later: the size you pick is the resolution the player sees. At 16×16 a character is a silhouette with two pixels for eyes, which is why that size suits items, icons and small heroes. At 32×32 there is room for a face, a readable hand and a shading ramp. At 64×64 you are closer to illustration, and each frame of animation costs four times the pixels of a 32×32 one.

Decide the size from the other sprites in your game, not from the detail you would like. A tile set on a 16-pixel grid wants characters that are 16 or 32 pixels tall. If a sprite has to grow, the size panel keeps the drawing attached to the edge or corner you choose, and every frame is resized the same way, so the animation stays in register.

Fewer colours make a stronger sprite

Most good sprites use between four and sixteen colours. A small palette forces each colour to do a job: an outline, a base, one or two shades, a highlight. Pick a base colour and use the darker and lighter buttons beside it to build a ramp; shifting the hue slightly toward blue in the shadows and toward yellow in the highlights reads as light rather than as grey.

Outlines separate the sprite from any background it lands on. A full dark outline is the safest choice for small sprites; on larger ones, an outline that takes the colour of the shape it wraps (a selective outline) looks softer. Avoid shading every shape from its edges inward, which flattens the form. Light comes from one side, and the shadow falls on the other.

Animating: frames, timing and the onion skin

Short loops carry most game animation. An idle breath or bob works in two to four frames at four to six frames per second. A walk cycle usually takes four to eight frames at eight to twelve: the two contact poses where a foot meets the ground, and the passing poses between them. A hit or an attack reads best with a slow anticipation frame, one or two very fast action frames and a held pose after.

Draw the key poses first, then fill in between them. Duplicate is the tool for this: copy the frame you are on and change only the pixels that move, so the body does not wobble from frame to frame. With onion skin on, the previous frame shows faintly under the empty pixels, which makes it easy to move an arm one or two pixels rather than redraw it. To hold a pose for longer, duplicate it; every frame in a GIF plays for the same time.

Watch the preview at the speed the game will use. An animation that looks smooth in slow motion often turns out jittery at full speed, and the fix is almost always fewer pixels changing between frames rather than more frames.

Sprite sheets and game engines

A sprite sheet is every frame of the animation laid out on one image. The sheet this tool exports has no padding or gap between frames, so any engine can slice it by the frame size alone: a 32×32 sprite with eight frames exports as a 256×32 strip, or as a 3×3 grid with the last cell empty.

Export at 1× for an engine and let the engine scale it up. In Godot, set the texture filter to Nearest so the pixels stay sharp. In Unity, set the Filter Mode to Point (no filter), turn compression off, and make Pixels Per Unit match the sprite size. In GameMaker, import the strip and give it the frame count. Transparent pixels come through as transparent, so the sprite can stand on any background.

GIFs for sharing

A 32×32 GIF at its true size is smaller than a thumbnail, and most sites blur small images when they enlarge them. Export at 4× or 8× instead: each pixel becomes a block of 4×4 or 8×8 identical pixels, and the file stays small because GIF compresses those runs very well.

Transparency in a GIF is one colour switched off, so some chat apps and social sites draw it as black or white. If the animation will be posted where you cannot control the background, export it on white.

Common sprite sizes

The sizes pixel artists reach for most, and what each one holds. Any size from 4 to 100 pixels a side works here, and the width and height do not have to match.

SizeTypical use
8×8Tiny items, particles, bullets and pixel fonts.
16×16Items, icons, tiles and small characters: a readable silhouette with two-pixel eyes.
24×24Characters with a little more room for a face, in games with a 24-pixel tile grid.
32×32Player characters and enemies with expressions, hands and a shading ramp; the most common size for a hero.
48×48Larger characters and detailed props, or 32-pixel characters that need room for a weapon swing.
64×64Bosses, portraits and close-up characters; every frame is four times the work of a 32×32 one.

Frequently asked questions

Is the sprite maker free, and do I need an account?

It is free, and drawing, animating and every download work without an account. Your sprite is kept in this browser as you draw. An account is only needed to save it to My Patterns and open it on another device.

How many frames can an animation have?

Up to 32 frames, each the size of the canvas, which covers a long walk cycle or an attack with room to spare. The speed runs from 1 to 24 frames per second.

How do I make an animated GIF of my sprite?

Add a second frame with Duplicate frame or New frame, draw the change, and press Export animation in the frame strip. Choose GIF, a scale (4× or 8× for sharing) and a transparent or white background, then Download. The GIF loops forever at the speed shown in the preview.

How do I use the sprite sheet in Godot or Unity?

Export a sprite sheet at 1× scale. The frames sit edge to edge with no padding, so slice it by the frame size shown under the Export animation button. In Godot use a SpriteFrames resource or an AnimatedSprite2D with the texture filter set to Nearest; in Unity set the texture to Sprite (Multiple), slice it by cell size in the Sprite Editor and set Filter Mode to Point (no filter).

Can I use my own palette?

Yes. Type any hex code into the colour search to paint with that exact colour, save colours you reuse to My Colors, or paste a Lospec palette name to load that palette. Loading a palette also converts the drawing into it.

Can I turn a picture into a sprite?

Use the pixel art converter to turn an image into a pixel grid at the size you want, then open the result in the pixel art editor. Its Frames button adds the same frame strip, onion skin and GIF export, so a converted picture can be animated too.

Can I make my sprite out of beads?

Yes, every pixel is one bead. A 29×29 sprite fits exactly on one large square Perler pegboard. Export a frame as a printable chart PDF from the Export button in the sidebar, or open the pattern in one of the bead designers to count beads by colour.

More pixel art tools

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