| name | Pixel Art Exporter |
| description | Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture atlas", "tile sheet", or game engine integration with "Unity", "Godot", "Phaser", "Unreal", "GameMaker". Trigger on layout terms ("horizontal", "vertical", "grid", "packed", "strip"), scaling ("2x", "4x", "upscale", "pixel-perfect"), file operations ("save as", "export to", "output to"), metadata formats ("JSON", "XML", "metadata", "atlas data"), and delivery terms ("for web", "for game", "for Twitter", "for itch.io", "optimized"). |
| allowed-tools | Read, Bash, mcp__aseprite__export_png, mcp__aseprite__export_gif, mcp__aseprite__export_spritesheet, mcp__aseprite__get_sprite_info |
Pixel Art Exporter
Overview
The Pixel Art Exporter Skill enables exporting pixel art sprites from Aseprite to various formats optimized for different use cases. This includes single images (PNG), animated GIFs, spritesheets, and JSON metadata for game engines.
Core Capabilities:
- Export single frames or entire animations as PNG images
- Generate animated GIFs with customizable timing and looping
- Create spritesheets in multiple layouts (horizontal, vertical, grid, packed)
- Generate JSON metadata for game engines (Unity, Godot, Phaser, generic)
- Scale exports with pixel-perfect upscaling (1x, 2x, 4x, etc.)
- Handle transparency, background colors, and frame-specific exports
Export Formats Supported:
- PNG: Single images or frame sequences with transparency
- GIF: Animated GIFs with frame timing and loop control
- Spritesheet: Texture atlases with various packing algorithms
- JSON: Frame metadata, animation tags, layer information
This Skill works with the pixel-mcp server tools to produce production-ready assets for web, games, and applications.
When to Use
Invoke this Skill when the user:
- Wants to export or save: "export this sprite", "save as PNG", "generate a spritesheet"
- Mentions file formats: "PNG", "GIF", "spritesheet", "sprite sheet", "texture atlas", "JSON"
- Prepares for game engines: "export for Unity", "Godot spritesheet", "Phaser animation"
- Needs specific outputs: "export just frame 3", "create a tileset", "save each layer separately"
- Requests scaling: "export at 2x size", "scale up 4x", "upscale for retina displays"
- Wants animation exports: "make this into a GIF", "export the animation", "save all frames"
- Needs metadata: "include JSON data", "export with coordinates", "frame information"
Example Triggers:
- "Can you export this character sprite as a PNG?"
- "I need a spritesheet for my game engine"
- "Save this animation as an animated GIF"
- "Export at 4x scale for high-resolution displays"
- "Generate a texture atlas with JSON metadata"
- "Export just the 'run' animation tag"
Instructions
1. Exporting Single Images (PNG)
For static sprites or single frames:
Get Sprite Information First
Use mcp__aseprite__get_sprite_info to understand: - Current dimensions - Number of frames - Available layers - Color mode and transparency settingsExport PNG with Transparency
Use mcp__aseprite__export_png: - file_path: Absolute path (e.g., "/path/to/output/sprite.png") - frame_number: Specific frame (0-indexed) or omit for current frame - layer: Specific layer name or omit for merged output - scale: Scaling factor (1, 2, 4, etc.) - default is 1Export Options
- Transparent background: Default behavior, preserves alpha channel
- Specific background: Use layer visibility or flatten before export
- Single frame from animation: Specify frame_number parameter
- Specific layer only: Provide layer name to export just that layer
Example Workflow:
1. Get sprite info to verify dimensions and frame count
2. Export PNG: mcp__aseprite__export_png with desired frame and scale
3. Confirm file creation and report dimensions to user
2. Exporting Animated GIFs
For animations intended for web or presentations:
Verify Animation Setup
Use mcp__aseprite__get_sprite_info to check: - Frame count (needs 2+ frames) - Frame durations (timing information) - Animation tags (if specific tag requested) - Sprite dimensionsExport GIF
Use mcp__aseprite__export_gif: - file_path: Output path (e.g., "/path/to/animation.gif") - animation_tag: Optional - specific tag name to export - loop: true (infinite loop) or false (play once) - scale: Upscaling factor if neededGIF Optimization Considerations
- GIF format has 256-color limit - ensure palette is optimized
- Frame timing is preserved from Aseprite frame durations
- Transparency is supported but may have edge artifacts
- File size increases with dimensions and frame count
Example Workflow:
1. Verify sprite has multiple frames
2. Export GIF with appropriate loop setting
3. Report file size and frame count to user
4. Suggest optimization if file is large (>1MB)
3. Creating Spritesheets
For game engines and texture atlases:
Understand Layout Requirements
Layout Types:
- Horizontal: All frames in a single row (good for scrolling animations)
- Vertical: All frames in a single column (good for CSS animations)
- Grid: Frames arranged in rows and columns (balanced dimensions)
- Packed: Optimized packing to minimize texture size (engine-specific)
Export Spritesheet
Use mcp__aseprite__export_spritesheet: - file_path: Output PNG path (e.g., "/path/to/spritesheet.png") - layout: "horizontal", "vertical", "grid", or "packed" - animation_tag: Optional - export specific animation only - scale: Upscaling factor - padding: Pixels between frames (default 0, common: 1-2) - include_json: true to generate metadata fileJSON Metadata Structure
When
include_json: true, creates a .json file with:{ "frames": [ { "filename": "frame_0.png", "frame": {"x": 0, "y": 0, "w": 32, "h": 32}, "spriteSourceSize": {"x": 0, "y": 0, "w": 32, "h": 32}, "sourceSize": {"w": 32, "h": 32}, "duration": 100 } ], "meta": { "app": "Aseprite", "version": "1.3.x", "format": "RGBA8888", "size": {"w": 256, "h": 32}, "scale": "1" } }Layout Selection Guidelines
- Horizontal: Best for web/CSS sprite animations, simple scrolling
- Vertical: Mobile-friendly, vertical scrolling animations
- Grid: Unity, Godot - balanced texture dimensions (power-of-2)
- Packed: Advanced engines with atlas support (Phaser, LibGDX)
Example Workflow:
1. Ask user about target platform if not specified
2. Recommend layout based on use case
3. Export spritesheet with JSON metadata
4. Report texture dimensions and frame count
5. Provide integration code sample for their engine
4. Generating JSON Metadata
For game engine integration:
Metadata Formats by Engine
Unity:
- Use "grid" layout for Unity's Sprite Editor
- JSON provides frame coordinates for slicing
- Include padding to prevent texture bleeding
Godot:
- Use "horizontal" or "grid" layout
- JSON maps to AnimatedSprite frames
- Frame duration converts to FPS
Phaser:
- Use "packed" layout for optimal performance
- JSON follows Texture Packer format
- Supports trimmed sprites and rotation
Generic/Custom:
- Standard frame array with x, y, w, h coordinates
- Duration in milliseconds per frame
- Animation tag groupings
Export with Metadata
Always include JSON when exporting for game engines: - Set include_json: true in export_spritesheet - JSON file created with same name as PNG (different extension) - Contains frame positions, durations, and sprite metadataMetadata Usage Examples
Parsing in JavaScript (Phaser):
this.load.atlas('sprite', 'spritesheet.png', 'spritesheet.json'); this.add.sprite(x, y, 'sprite', 'frame_0.png');Parsing in C# (Unity):
// Import spritesheet.png with Multiple sprite mode // Use JSON to set sprite rectangles in Sprite Editor
5. Scaling Exports
Pixel-perfect upscaling for high-resolution displays:
When to Scale
- Retina/HiDPI displays: Use 2x or 4x
- Modern game engines: Export at native size, let engine scale
- Web: Export 2x and use CSS to scale down (sharper rendering)
- Print/marketing: Use 4x or higher
Scaling Best Practices
- Always use integer scaling (1x, 2x, 3x, 4x, not 1.5x)
- Maintain pixel-perfect sharpness with nearest-neighbor
- Scale before export, not after (prevents blurring)
- Consider file size vs. quality tradeoffs
Apply Scaling
Add scale parameter to any export: - mcp__aseprite__export_png: scale: 2 - mcp__aseprite__export_gif: scale: 4 - mcp__aseprite__export_spritesheet: scale: 2Resolution Recommendations
- 1x: Original pixel art size, retro aesthetic
- 2x: Standard for modern displays, good balance
- 4x: High-resolution, marketing materials
- 8x+: Ultra-high-resolution, print, large displays
Export Workflows for Different Use Cases
Static Sprite for Web
1. Get sprite info to verify single frame
2. Export PNG at 2x scale with transparency
3. Optimize PNG with compression tools if needed
4. Provide HTML/CSS example for display
Character Animation for Game
1. Verify animation has multiple frames and tags
2. Export spritesheet with "grid" layout
3. Include JSON metadata (include_json: true)
4. Set appropriate padding (1-2 pixels)
5. Scale if needed (typically 1x for engines)
6. Provide code snippet for target engine
Icon Set Export
1. If multiple layers, export each separately
2. Use PNG format with transparency
3. Scale to multiple sizes (16x16, 32x32, 64x64)
4. Batch export all sizes
5. Organize in output directory structure
Social Media GIF
1. Verify frame timing is appropriate (100-200ms typical)
2. Export GIF with loop: true
3. Scale to 2x or 4x for visibility
4. Check file size (optimize if >2MB)
5. Suggest hosting platforms if needed
Tileset for Game Engine
1. Verify tiles are uniform size (e.g., 16x16, 32x32)
2. Export as grid spritesheet
3. Set padding to 0 or 1 (depends on engine)
4. Include JSON for tile coordinates
5. Provide tile size and grid dimensions
Game Engine Integration
Unity Integration
Export Settings:
- Layout: "grid"
- Include JSON: true
- Padding: 1-2 pixels (prevents bleeding)
- Scale: 1x (Unity handles scaling)
Import Steps:
- Import spritesheet.png into Assets
- Set Texture Type to "Sprite (2D and UI)"
- Set Sprite Mode to "Multiple"
- Open Sprite Editor and use JSON coordinates to slice
- Create Animator Controller with sprite animation
Code Example:
SpriteRenderer renderer = GetComponent<SpriteRenderer>();
renderer.sprite = sprites[frameIndex];
Godot Integration
Export Settings:
- Layout: "horizontal" or "grid"
- Include JSON: true
- Scale: 1x
- Padding: 0-1 pixels
Import Steps:
- Import spritesheet.png to project
- Create AnimatedSprite node
- Create SpriteFrames resource
- Add frames from spritesheet
- Use JSON durations to set FPS
Code Example:
$AnimatedSprite.play("run")
$AnimatedSprite.speed_scale = 1.0
Phaser Integration
Export Settings:
- Layout: "packed" or "horizontal"
- Include JSON: true (Texture Packer format)
- Scale: 1x or 2x depending on game resolution
Import Steps:
- Place spritesheet.png and .json in assets
- Load as atlas in preload()
- Create sprite with atlas key
- Create animations from frame names
Code Example:
this.load.atlas('player', 'spritesheet.png', 'spritesheet.json');
this.anims.create({
key: 'run',
frames: this.anims.generateFrameNames('player', {
prefix: 'frame_',
suffix: '.png',
start: 0,
end: 7
}),
frameRate: 10,
repeat: -1
});
Generic/Custom Engine
Export Settings:
- Layout: Based on engine capabilities
- Include JSON: true
- Provide simple frame array format
JSON Structure:
{
"frames": [
{"x": 0, "y": 0, "w": 32, "h": 32, "duration": 100}
],
"meta": {
"frameWidth": 32,
"frameHeight": 32,
"frameCount": 8
}
}
Integration Pattern:
- Load PNG texture
- Parse JSON to get frame rectangles
- Create sub-textures/sprites from coordinates
- Use duration for animation timing
Technical Details
PNG Export Format
Specifications:
- Color Mode: RGBA (8-bit per channel)
- Transparency: Full alpha channel support
- Compression: PNG lossless compression
- Color Space: sRGB
- Bit Depth: 32-bit (8-bit per channel RGBA)
When to Use:
- Static sprites with transparency
- Individual frames from animations
- High-quality source files
- Layer-specific exports
GIF Export Format
Specifications:
- Color Palette: Maximum 256 colors
- Transparency: Binary (on/off), no partial alpha
- Animation: Frame-based with per-frame timing
- Loop Control: Infinite or play-once
- Compression: LZW compression
Limitations:
- Color limit may require palette optimization
- No partial transparency (alpha is binary)
- Larger file sizes than video formats
- Limited to 8-bit color depth
When to Use:
- Web animations without video player
- Social media posts
- Email-compatible animations
- Simple looping animations
Spritesheet Layouts
Horizontal Layout:
[Frame0][Frame1][Frame2][Frame3]...
- Dimensions: width = frameWidth * frameCount, height = frameHeight
- Best for: CSS animations, simple scrolling
Vertical Layout:
[Frame0]
[Frame1]
[Frame2]
[Frame3]
...
- Dimensions: width = frameWidth, height = frameHeight * frameCount
- Best for: Mobile-optimized, vertical scrolling
Grid Layout:
[Frame0][Frame1][Frame2][Frame3]
[Frame4][Frame5][Frame6][Frame7]
[Frame8][Frame9][Frame10][Frame11]
- Dimensions: Balanced to create near-square texture
- Best for: Game engines, power-of-2 textures, Unity, Godot
Packed Layout:
[Frame0][Frame2][Frame5]
[Frame1][Frame3][Frame6]
[Frame4][Frame7]
- Dimensions: Optimally packed to minimize wasted space
- Best for: Advanced engines with atlas support (Phaser, LibGDX)
- Requires JSON metadata for frame positions
Metadata Structures
Standard Frame Format:
{
"filename": "frame_0.png",
"frame": {"x": 0, "y": 0, "w": 32, "h": 32},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x": 0, "y": 0, "w": 32, "h": 32},
"sourceSize": {"w": 32, "h": 32},
"duration": 100
}
Fields Explained:
filename: Logical frame identifierframe: Position and size in spritesheet (pixels)rotated: Whether frame is rotated 90° (packed layouts)trimmed: Whether transparent pixels were removedspriteSourceSize: Position within original canvas if trimmedsourceSize: Original canvas size before trimmingduration: Frame duration in milliseconds
Meta Information:
{
"app": "Aseprite",
"version": "1.3.x",
"format": "RGBA8888",
"size": {"w": 256, "h": 128},
"scale": "1",
"frameTags": [
{"name": "idle", "from": 0, "to": 3, "direction": "forward"},
{"name": "run", "from": 4, "to": 11, "direction": "forward"}
]
}
Common Export Patterns
Pattern 1: Single Frame Export
Scenario: User wants just one frame as PNG
1. mcp__aseprite__get_sprite_info (verify frame exists)
2. mcp__aseprite__export_png:
- file_path: "/output/frame.png"
- frame_number: 0 (or user-specified)
- scale: 1 (or user-specified)
3. Confirm export with dimensions
Pattern 2: Full Animation GIF
Scenario: User wants animated GIF of entire sprite
1. mcp__aseprite__get_sprite_info (verify frames > 1)
2. mcp__aseprite__export_gif:
- file_path: "/output/animation.gif"
- loop: true
- scale: 2
3. Report frame count and file size
Pattern 3: Game-Ready Spritesheet
Scenario: User wants spritesheet for Unity/Godot
1. mcp__aseprite__get_sprite_info (check dimensions and frames)
2. Ask about target engine if not specified
3. mcp__aseprite__export_spritesheet:
- file_path: "/output/spritesheet.png"
- layout: "grid"
- include_json: true
- padding: 1
- scale: 1
4. Provide integration instructions for target engine
Pattern 4: Specific Animation Tag
Scenario: User wants to export just one animation (e.g., "run")
1. mcp__aseprite__get_sprite_info (verify tag exists)
2. mcp__aseprite__export_spritesheet or export_gif:
- animation_tag: "run"
- Other settings as appropriate
3. Confirm only tagged frames exported
Pattern 5: Multi-Resolution Export
Scenario: User wants multiple scales (1x, 2x, 4x)
1. Export PNG/spritesheet at scale: 1
2. Export PNG/spritesheet at scale: 2
3. Export PNG/spritesheet at scale: 4
4. Organize files: sprite_1x.png, sprite_2x.png, sprite_4x.png
5. Report all outputs with dimensions
Pattern 6: Layer-Specific Export
Scenario: User wants individual layers as separate files
1. mcp__aseprite__get_sprite_info (get layer names)
2. For each layer:
- mcp__aseprite__export_png:
- layer: "LayerName"
- file_path: "/output/layerName.png"
3. Report all exported layers
Integration with Other Skills
Pixel Art Creator Integration
Workflow: Create → Export
1. User creates sprite with Pixel Art Creator Skill
2. Automatically offer export options when creation complete
3. Suggest appropriate format based on sprite type (static vs animated)
4. Use this Skill to handle export
Pixel Art Animator Integration
Workflow: Animate → Export
1. User creates animation with Pixel Art Animator Skill
2. When animation complete, offer export formats:
- GIF for web/social
- Spritesheet for games
3. Use this Skill for export with animation metadata
Pixel Art Professional Integration
Workflow: Optimize → Export
1. User applies professional techniques (dithering, palette optimization)
2. Export with optimized settings:
- Preserve palette for GIF export
- Use appropriate compression for PNG
3. This Skill handles format-specific optimization
Error Handling
File Path Issues
Problem: Invalid or inaccessible output path
Solution:
1. Verify directory exists (create if needed using Bash)
2. Check write permissions
3. Use absolute paths, not relative
4. Suggest valid path if user provides invalid one
Missing Frames or Tags
Problem: User requests frame/tag that doesn't exist
Solution:
1. Use get_sprite_info to verify available frames and tags
2. List available options to user
3. Ask user to clarify which frame/tag they want
4. Don't attempt export until valid selection made
Large File Warnings
Problem: Export will create very large file (GIF >5MB, PNG >10MB)
Solution:
1. Calculate approximate size based on dimensions and frame count
2. Warn user before export if size exceeds thresholds
3. Suggest alternatives:
- Reduce scale factor
- Export fewer frames
- Use spritesheet instead of GIF
- Optimize palette
Format Limitations
Problem: User requests feature not supported by format (e.g., GIF transparency)
Solution:
1. Explain format limitation clearly
2. Suggest alternative format or approach
3. Proceed with export noting the limitation
4. Examples:
- GIF binary transparency → suggest PNG for partial alpha
- GIF 256-color limit → suggest palette optimization first
Scale Factor Issues
Problem: Non-integer scale or excessive scaling
Solution:
1. Only accept integer scale factors (1, 2, 3, 4, etc.)
2. Warn if scale >4 (may create very large files)
3. Explain pixel-perfect scaling benefits
4. Suggest appropriate scale for user's use case
Success Indicators
Export completed successfully when:
- File Created: Output file exists at specified path
- Correct Format: File extension matches requested format (.png, .gif)
- Expected Dimensions: Scaled dimensions are correct (originalSize * scale)
- Frame Count Match: Spritesheet or GIF contains expected number of frames
- JSON Generated: Metadata file created if include_json was true
- User Confirmation: User can open and verify exported file
Report to User:
✓ Export complete: /path/to/output.png
- Format: PNG with transparency
- Dimensions: 64x64 (2x scale from 32x32 original)
- Frames: 1 (static image)
- File size: ~8KB
[For spritesheets, also include:]
- Layout: Grid (4x2)
- Frame dimensions: 32x32 each
- Total frames: 8
- JSON metadata: /path/to/output.json
- Integration: Ready for Unity/Godot import
[Provide relevant integration code snippet if applicable]
Post-Export Guidance:
- Suggest next steps (import to engine, optimize file size, create additional scales)
- Offer integration code for target platform
- Explain how to use JSON metadata
- Recommend testing in target environment