Spriteloom

AI made the sprite.Now make it work in Godot.

A pixel art and sprite animation editor that runs in your browser. Import the PNG a generator gave you, cut it into frames, fix the pixels by hand, and export SpriteFrames or a .tres that Godot reads directly.

Open the editor Free. No account. Nothing leaves your browser.

From a generated PNG to a running animation

  1. Open the PNG. If it is a sheet, cut it on a grid with a live preview.
  2. Fix it: 20 tools, real Aseprite blend modes, symmetry, per-frame timing, onion skin.
  3. Tag the frames that make up idle, walk, punch.
  4. Export a PNG atlas plus SpriteFrames or an AnimationLibrary .tres, and drop it in res://.

Three things it does that other browser editors don't

Exports for Godot, not just PNG

One tag becomes one animation. Loop flags survive, and a one-shot action stays one-shot, so the callback at the end of your punch animation still fires.

Copy from a template, side by side

Split view: your canvas on one half, a reference on the other. Whichever cell your pointer sits on lights up on both. The grid method, minus the counting.

Reads .aseprite files

Layers, frames and tags come across. You do not need a copy of Aseprite installed to open one.

What it does not do

There is no auto-fix button

Cleaning up a generated sprite means editing pixels. The tools make that fast; they do not do it for you.

It reads .aseprite, it does not write it

Projects save as .fish. Coverage of the Aseprite format has not been audited across versions yet, so treat opening one as best effort.

Nobody is storing your work

No account, no cloud, no sync. There is a 4-second autosave into your own browser, but it is a guard against a stray reload, not a backup. Save the file yourself.