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lospec logopixel-editor

An online canvas based Pixel Art creation tool for Lospec.com

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A flat pixel art editor

A Pixel Art Editor

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!

Quick Overview

Lospec Pixel Editor is a free, web-based pixel art creation tool. It offers a simple and intuitive interface for creating pixel art, with features tailored specifically for this art form. The editor is designed to be accessible and easy to use for both beginners and experienced pixel artists.

Pros

  • Browser-based, requiring no installation and accessible from any device with internet
  • User-friendly interface with tools specifically designed for pixel art creation
  • Free to use with no account required
  • Supports various export options including PNG, GIF, and animated sprites

Cons

  • Limited advanced features compared to some desktop pixel art applications
  • Dependent on internet connection for use
  • May experience performance issues with very large canvases or complex projects
  • No built-in cloud storage for saving projects (though local storage is available)

Getting Started

To use the Lospec Pixel Editor:

  1. Visit https://lospec.com/pixel-editor/ in your web browser
  2. Click "New" to start a new project or "Open" to load an existing image
  3. Use the toolbar on the left to select drawing tools
  4. Adjust colors using the palette on the right
  5. Create your pixel art on the canvas in the center
  6. When finished, use the "Save" or "Export" options to save your work

Note: This is a web-based tool, so there's no need for installation or code examples. Simply access the URL and start creating pixel art directly in your browser.

Competitor Comparisons

33,152

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

Pros of Aseprite

  • More feature-rich and professional-grade pixel art tool
  • Offers advanced animation capabilities
  • Provides a native, optimized desktop application

Cons of Aseprite

  • Not free or open-source (requires purchase)
  • Steeper learning curve for beginners
  • Requires installation and updates

Code Comparison

Aseprite (C++):

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

Pixel Editor (JavaScript):

function setZoom(zoom) {
  canvas.style.width = zoom * canvasSize + "px";
  canvas.style.height = zoom * canvasSize + "px";
  updateZoomDisplay();
}

Summary

Aseprite is a powerful, professional-grade pixel art and animation tool with a native desktop application, offering advanced features but requiring purchase. Pixel Editor is a free, web-based alternative that's more accessible for beginners but has fewer features. Aseprite's codebase is in C++, focusing on performance and advanced functionality, while Pixel Editor uses JavaScript for web compatibility and simplicity.

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A simple web-based tool for Spriting and Pixel art.

Pros of Piskel

  • More feature-rich with advanced animation tools and export options
  • Actively maintained with regular updates and bug fixes
  • Larger community and user base, resulting in more resources and support

Cons of Piskel

  • Heavier and potentially slower performance, especially for larger projects
  • Steeper learning curve due to more complex interface and features
  • Requires more system resources to run smoothly

Code Comparison

Piskel (JavaScript):

ns.SpriteSheet.prototype.render = function() {
  var canvas = this.canvas;
  var context = canvas.getContext('2d');
  context.clearRect(0, 0, canvas.width, canvas.height);
  this.frames.forEach(function(frame) {
    frame.render(context);
  });
};

Pixel Editor (JavaScript):

PixelEditor.prototype.render = function() {
  this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
  this.ctx.drawImage(this.layers[this.currentLayer], 0, 0);
  if (this.showGrid) {
    this.drawGrid();
  }
};

Both projects use similar rendering techniques, but Piskel's code suggests a more complex structure with separate frame rendering, while Pixel Editor has a simpler approach with layer-based rendering and optional grid display.

Pixel art animation and drawing web app powered by React

Pros of pixel-art-react

  • Built with React, offering a modern and component-based architecture
  • Supports animation frames, allowing for creation of animated pixel art
  • Includes a palette picker and color management system

Cons of pixel-art-react

  • Less feature-rich compared to pixel-editor (e.g., lacks layer support)
  • May have a steeper learning curve for users unfamiliar with React
  • Limited export options (primarily focused on GIF output)

Code Comparison

pixel-editor (JavaScript):

function drawPixel(x, y, color) {
  ctx.fillStyle = color;
  ctx.fillRect(x * pixelSize, y * pixelSize, pixelSize, pixelSize);
}

pixel-art-react (React/JavaScript):

const Pixel = ({ color, onClick }) => (
  <div
    className="pixel"
    style={{ backgroundColor: color }}
    onClick={onClick}
  />
);

Both projects aim to provide pixel art creation tools, but they differ in their implementation and feature sets. pixel-editor is a more traditional JavaScript-based editor with a wider range of features, while pixel-art-react leverages React components for a modern, potentially more scalable approach. The code comparison highlights the difference between direct canvas manipulation in pixel-editor and component-based rendering in pixel-art-react.

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A flat pixel art editor

Pros of poxi

  • Built with WebGL for better performance and hardware acceleration
  • Supports larger canvas sizes and more complex projects
  • Offers advanced features like layer management and custom brushes

Cons of poxi

  • Less user-friendly interface, steeper learning curve
  • Fewer built-in tools and presets compared to pixel-editor
  • Requires more system resources due to WebGL implementation

Code Comparison

pixel-editor (JavaScript):

function drawPixel(x, y, color) {
  ctx.fillStyle = color;
  ctx.fillRect(x * pixelSize, y * pixelSize, pixelSize, pixelSize);
}

poxi (WebGL Shader):

void main() {
  vec2 uv = gl_FragCoord.xy / resolution;
  vec4 color = texture2D(u_texture, uv);
  gl_FragColor = color;
}

The code snippets highlight the difference in approach between the two projects. pixel-editor uses traditional canvas drawing methods, while poxi leverages WebGL shaders for rendering, potentially offering better performance for complex operations.

Both projects aim to provide pixel art creation tools, but they cater to different user needs. pixel-editor focuses on simplicity and ease of use, making it ideal for beginners or quick projects. poxi, on the other hand, offers more advanced features and better performance for larger, more complex pixel art creations, but may require more technical expertise to use effectively.

A Pixel Art Editor

Pros of PixelCraft

  • More feature-rich with tools like shape drawing and color picker
  • Supports multiple layers for advanced pixel art creation
  • Includes a built-in animation tool for creating sprite animations

Cons of PixelCraft

  • Less polished user interface compared to pixel-editor
  • Lacks some advanced features like custom brushes and palette management

Code Comparison

PixelCraft (JavaScript):

function drawPixel(x, y, color) {
  ctx.fillStyle = color;
  ctx.fillRect(x * pixelSize, y * pixelSize, pixelSize, pixelSize);
}

pixel-editor (JavaScript):

function setPixel(x, y, color) {
  const index = (y * width + x) * 4;
  imageData.data.set(color, index);
}

Both projects use similar approaches for drawing pixels, but PixelCraft uses canvas rendering while pixel-editor manipulates image data directly. PixelCraft's method may be slightly more performant for smaller canvases, while pixel-editor's approach could be more efficient for larger images.

Overall, PixelCraft offers more features and tools for pixel art creation, making it suitable for users who need advanced functionality. However, pixel-editor provides a more streamlined and polished experience, which may be preferable for beginners or those seeking a simpler interface.

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!

Pros of Pixelorama

  • More feature-rich with advanced tools like layers, animation frames, and custom brushes
  • Cross-platform desktop application (Windows, macOS, Linux) for a native experience
  • Active development with frequent updates and community contributions

Cons of Pixelorama

  • Steeper learning curve due to more complex interface and features
  • Requires installation, unlike the web-based pixel-editor
  • Larger file size and system requirements

Code Comparison

Pixelorama (GDScript):

func _on_Tool_selected(tool_name: String) -> void:
    Global.current_tool = tool_name
    for t in tools:
        t.button.pressed = t.name == tool_name

pixel-editor (JavaScript):

function selectTool(toolName) {
  currentTool = toolName;
  tools.forEach(tool => {
    tool.element.classList.toggle('selected', tool.name === toolName);
  });
}

Both projects implement tool selection, but Pixelorama uses GDScript (Godot's scripting language) while pixel-editor uses JavaScript for web-based functionality. Pixelorama's code reflects its more complex structure, while pixel-editor's code is simpler and directly manipulates DOM elements.

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README

-DEPRECATED- Lospec Pixel Editor

⚠ The Lospec Pixel Editor is no longer in development and is no longer accepting contributions.
It remains available at https://lospec.com/pixel-editor in it's current state, but may contain bugs.

This is a browser based software for creating pixel art

Before contributing

Before starting to work, please open an issue for discussion so that we can organize the work without creating too many conflicts. If your contribution is going to fix a bug, please make a fork and use the bug-fixes branch. If you want to work on a new feature, please use the new-feature branch instead.

What to Contribute

Any changes that fix bugs or add features are welcome. Check out the issues if you don't know where to start: if you're new to the editor, we suggest you check out the Wiki first.

The next version is mostly focused on adding missing essential features and porting to mobile.

Suggestions / Planned features:

  • Documentation

  • Possibility to hide and resize menus (layers, palette)

  • Tiled mode

  • Load palette from LPE file

  • Symmetry options (currently being worked on)

  • Make a palette grid instead of having a huge stack on the right when colours are too many

  • Possibly add collaborate function

  • Mobile

    • Touch equivalent for mouse clicks
    • Hide or scale ui
    • Maybe rearrange UI on portrait
    • Fix popups
  • Polish:

    • CTRL+A to select everything / selection -> all, same for deselection
    • Warning windows for wrong inputs
    • Palette option remove unused colors
    • Move selection with arrows
    • Update borders by dragging the canvas' edges with the mouse when resizing canvas
    • Move the canvases so they're centered after resizing the canvas (maybe a .center() method in layer class)
    • Scale / rotate selection

How to Contribute

Requirements

No requirements if you want to use Github's Codespaces. If you prefer to setup your environment on desktop, you'll need to have node.js and git installed.

You also need npm in version 7 (because of 2nd version of lockfile which was introduced there) which comes with Node.js 15 or newer. To simplify installation of proper versions you can make use of nvm and run nvm install – it will activate proper Node.js version in your current command prompt session.

Contribution Workflow

Github Codespaces

  1. Click Fork above. It will automatically create a copy of this repository and add it to your account.
  2. At the top of this page, select the branch you want to work on.
  3. Click on "Code". Select the "Codespaces" submenu and click on "Create codespace on branch name".
  4. Run npm install. Then run npm run hot: it will open a popup containing the editor, so make sure to disable your adblock if you're using one.

Desktop environment

  1. Click Fork above. It will automatically create a copy of this repository and add it to your account.
  2. Clone the repository to your computer.
  3. Open the folder in command prompt and run npm install
  4. Make any changes you would like to suggest.
  5. In command prompt run npm run hot which will compile app to the /build folder, serve under http://localhost:3000, then open in your browser. Moreover, it restarts server every time you save your changes in a codebase. You can go even further by running npm run hot:reload, which will also trigger webpage reloads.
  6. Add, Commit and Push your changes to your fork.
  7. On the github page for your fork, click New Pull Request above the file list.
  8. Change the head repository dropdown to your fork.
  9. Add a title and description explaining your changes.
  10. Click create pull request.

If you have any trouble, see this page: https://help.github.com/en/articles/creating-a-pull-request-from-a-fork

Feature Toggles

Some feature might be hidden by default. Functions to enable/disable them are available inside global featureToggles and operate on a window.localStorage.

For example use featureToggles.enableEllipseTool() to make ellipse tool button visible. Then featureToggles.disableEllipseTool() to hide it.