From a sheet to working animations
Drop a sprite sheet and the tool guesses the grid by looking for empty gaps between frames. Fix the columns, rows, margin and spacing if it guessed wrong, or switch to Find sprites for sheets where frames are scattered with no grid. Then split the frames into animations such as idle, run and attack, give each one its own speed and loop mode, and check them in the preview with onion skin. The export packs only the frames you use into a clean sheet.
Fix sliding and wobbling frames
Frames drawn by hand or made with AI rarely line up. The character drifts a few pixels left and right or bobs up and down, and in the game it looks like it is sliding on ice. Align feet measures where the pixels of each frame touch the ground and lines every frame up on that point. Align centers does the same with the middle of each frame, which suits flying or floating characters and effects.
GIFs and videos
Drop an animated GIF and every frame comes in with its timing. Drop a short MP4 or WebM, pick how many frames per second to keep, and the clip turns into frames you can export as a sprite sheet. For a video with a background, clean the frames afterwards with the Image to Game Asset Converter.
Using the export
| Engine | How |
|---|---|
| Phaser 3 | this.load.aseprite('hero', 'hero_sheet.png', 'hero_sheet.json'), then this.anims.createFromAseprite('hero') creates every animation with its timing. |
| Godot 4 | Copy the sheet and the .tres file to res:// and load the .tres into an AnimatedSprite2D. Every animation is there with its speed and loop setting. |
| Unity | Import the sheet, set Sprite Mode to Multiple and slice it, or use an Aseprite JSON importer from the Asset Store. |
| GameMaker, PixiJS, Defold | Use the frames folder or read the JSON frame list. |
Is anything uploaded?
No. Slicing, previewing and exporting all happen in your browser. Your art never leaves your device.