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Orama-Interactive logoPixelorama

Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features. Available on Windows, Linux, macOS and the Web!

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Animated sprite editor & pixel art tool (Windows, macOS, Linux)

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Quick Overview

Pixelorama is a free and open-source 2D sprite editor, designed for creating and animating pixel art. It offers a user-friendly interface with a wide range of tools and features, making it suitable for both beginners and experienced pixel artists. Pixelorama is built using the Godot Engine, ensuring cross-platform compatibility.

Pros

  • Completely free and open-source
  • Cross-platform compatibility (Windows, macOS, Linux)
  • Rich feature set including animation tools, multiple layers, and various drawing tools
  • Active development and community support

Cons

  • May have a steeper learning curve compared to some simpler pixel art tools
  • Performance can be slower on older hardware due to being built with the Godot Engine
  • Limited documentation and tutorials compared to more established software

Getting Started

To get started with Pixelorama:

  1. Visit the Pixelorama releases page on GitHub.
  2. Download the appropriate version for your operating system.
  3. Extract the downloaded file and run the executable.
  4. Start creating pixel art using the various tools and features available in the interface.

For more detailed instructions and tutorials, refer to the Pixelorama wiki on GitHub.

Competitor Comparisons

30,422

Animated sprite editor & pixel art tool (Windows, macOS, Linux)

Pros of Aseprite

  • More mature and feature-rich, with a longer development history
  • Extensive documentation and community support
  • Optimized performance for large projects and complex animations

Cons of Aseprite

  • Closed-source and paid software, limiting customization options
  • Less frequent updates compared to open-source alternatives
  • Limited platform support (primarily Windows, macOS, and Linux)

Code Comparison

Pixelorama (GDScript):

func _on_Tool_selected(tool: Tool) -> void:
    Global.current_project.selected_tool = tool
    tool.update_hint()
    update_tool_buttons()

Aseprite (C++):

void Editor::setActiveTool(tools::Tool* tool)
{
  m_activeTool = tool;
  updateStatusBar();
  app_refresh_screen();
}

Both projects use object-oriented programming for tool management, but Pixelorama uses GDScript (Godot's scripting language), while Aseprite uses C++. Aseprite's implementation may offer better performance, while Pixelorama's GDScript code is more accessible for beginners.

11,517

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Pros of Piskel

  • Web-based application, accessible from any browser without installation
  • Simpler interface, potentially easier for beginners
  • Supports direct export to various image formats and sprite sheets

Cons of Piskel

  • Limited advanced features compared to Pixelorama
  • Less frequent updates and maintenance
  • Lacks some tools like symmetry and perspective guides

Code Comparison

Pixelorama (GDScript):

func _on_Tool_changed(tool: Tool) -> void:
    Global.current_project.selected_tool = tool
    for t in tools:
        t.button.pressed = t.name == tool.name

Piskel (JavaScript):

ns.PiskelController.prototype.setCurrentToolBehavior = function (toolId) {
  this.currentToolBehavior = this.toolController.getToolById(toolId);
  this.overlayFrame.setCurrentToolBehavior(this.currentToolBehavior);
};

Both examples show tool selection functionality, but Pixelorama uses GDScript (Godot's scripting language) while Piskel uses JavaScript. Pixelorama's code appears more object-oriented, while Piskel's code is prototype-based.

Animated sprite editor & pixel art tool -- Fork of the last GPLv2 commit of Aseprite

Pros of LibreSprite

  • More mature and established project with a longer history
  • Larger community and more extensive documentation
  • Better support for advanced features like scripting and extensions

Cons of LibreSprite

  • Less frequent updates and slower development cycle
  • Older codebase, which may be more challenging to maintain
  • Limited support for modern operating systems and hardware

Code Comparison

LibreSprite (C++):

void Editor::setZoom(render::Zoom zoom) {
  m_zoom = zoom;
  m_proj.setZoom(zoom);
  notifyZoomChanged();
}

Pixelorama (GDScript):

func set_zoom(value: float) -> void:
    zoom = clamp(value, 0.1, 100)
    camera.zoom = Vector2.ONE * zoom
    Global.canvas.update()

Both projects use different programming languages, with LibreSprite utilizing C++ and Pixelorama using GDScript. LibreSprite's code appears more low-level and performance-oriented, while Pixelorama's code is more concise and higher-level due to the use of GDScript and the Godot engine.

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README

Pixelorama - pixelate your dreams!

Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features.

Build Passing Build Passing Code Size Repository size License

Downloads Discord Chat Crowdin Localized % Mentioned in Awesome Godot

Pixelorama's UI

Join our Discord community server where we can discuss about Pixelorama and all our other projects! https://discord.gg/GTMtr8s

If you like, consider helping us by sponsoring this project! It would enable us to focus more on Pixelorama, and make more projects in the future!

Become a Patron!

Download

Stable versions:

You can also find early access builds in the GitHub Actions page. There's also a Web version available. Keep in mind that these versions will have bugs and are unstable. Unless you're interested in testing the main branch of Pixelorama, it's recommended that you stick to a stable version.

Documentation

You can find online Documentation for Pixelorama here: https://orama-interactive.github.io/Pixelorama-Docs

It's still work in progress so there are some pages missing. If you want to contribute, you can do so in Pixelorama-Docs' GitHub Repository.

Cloning Instructions

Pixelorama uses Godot 4.4, so you will need to have it in order to run the project. Older versions will not work. As of right now, most of the code is written using GDScript, so the mono version of Godot is not required, but Pixelorama should also work with it.

Features:

  • Wide Range of Tools: Customize your workflow by dynamically mapping tools to the left and right mouse buttons, making your creation process faster and more intuitive.
  • Advanced Animation Support: Create animations with a timeline composed of layers and frames, including features like onion skinning, audio synchronization, frame tags, and the ability to draw while the animation is playing.
  • Pixel Art Focused: Perfect pixel lines, indexed mode, and rotation and scaling algorithms tailored specifically to pixel art, like cleanEdge, OmniScale, and rotxel.
  • Seamless Tilemap Creation: Use Pixelorama's tilemap layers to create tiles for your games.
  • Powerful Layer System: Utilize clipping masks and non-destructive visual effects like outlines, gradient maps, drop shadows, and more. Perfect for experimenting with styles and compositions, as changes can be applied without altering your original artwork.
  • Palette Management: Bring color into your canvas by choosing from pre-made palettes, importing your own, or creating custom ones inside the software to suit your unique style.
  • Visual Effects: Multiple image effects for fine-tuning your artwork.
  • Advanced Canvas Options: Utilize guides, rectangular and isometric grids, and tile mode to ensure seamless and precise pattern creation.
  • Automatic Backups: Stay safe with auto-saved backups to recover your work in case of unexpected software crashes.
  • Highly Customizable UI: Tailor the interface to your needs for maximum efficiency and a smooth workflow.
  • Export & Import: Support for various formats such as PNG, animated PNG, spritesheets, GIFs and even videos.
  • 3D Layer Support: Break the barrier between dimensions by bringing 3D models and shapes into your 2D canvas for unlimited creative possibilities.
  • Command Line Automation: Automate file exports using the command line interface for bulk exporting and streamlining workflows.
  • Project Metadata: Attach custom user data to layers, frames, and cels, making it easy to integrate with game development and other creative processes.
  • Extension Support: Benefit from free, community-made extensions, such as tools that convert your 2D pixels into 3D voxels.
  • Fully Open-Source: Pixelorama is open-source, licensed under the MIT license, guaranteeing free updates forever!
  • Multi-Language Support: With localization support across various languages, Pixelorama is accessible to users around the world. See our Crowdin page for more details.

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