sprite sheet maker

Sprite Sheet Maker

Drop your frames, choose the rows and columns, and export a packed alpha PNG atlas with a matching manifest.json — free, in your browser, with no watermark. This tool only packs images you already have; it does not generate art.

Drop frames to pack

PNG, WebP, or JPG — up to 240 frames, up to 1080p each.

Runs locally · alpha preserved · JSON manifest included

Runs 100% in your browser (WebGPU, CPU fallback). Your frames never leave your machine — the free pack / slice / export path has no server round trip.

Step by step

How it works.

  1. Step 011
    preview

    Add your frames

    Drag in single images or a folder; they are ordered by filename by default.

  2. Step 022
    preview

    Set rows and columns

    Choose the cell size, grid, and padding; the preview updates as you go.

  3. Step 033
    preview

    Export atlas + manifest

    Download the packed PNG and a manifest.json listing every frame rectangle.

Sprite Sheet Maker vs. a Plain Strip Generator

A spritesheet maker does more than glue images into a row. Strips are easy to produce and miserable to import: the moment one frame is a different height, a naive loader slices it wrong. This tool lets you define a real grid — rows, columns, cell size, and padding — and then writes a manifest that records each frame as an absolute rectangle.

That distinction matters when your animation states have different footprints. An idle might be 32×32 while a lunge is 48×32; a fixed-width strip forces you to pad everything to the largest frame and waste atlas space. With explicit rectangles you pack tight and still let the engine find each frame exactly.

Everything runs on the canvas in your browser. You can see the packed preview before you commit, swap two frames by reordering the list, and re-export without a round trip to a server. For a tool you might use a dozen times per sprite, staying local is faster and keeps unfinished art private.

A Sprite Sheet Creator That Keeps Your Grid Honest

Most mistakes in a sprite sheet come from the grid, not the art. Someone eyeballs a 6×4 layout on a 250-pixel-tall image and ends up with a half-pixel seam that shows up as a shimmer line in motion. This sprite sheet creator computes the cells from numbers you control, so the maths is consistent across every frame and every export.

The manifest doubles as documentation for the next person on the project. It names each frame, states its position and size, and can carry a per-state fps and loop flag. When a new teammate opens the atlas, they are not reverse-engineering your layout from a screenshot.

Because the PNG and the JSON are generated together, editing one frame later does not require re-cutting the sheet by hand. Replace the source image, re-pack, and the rectangles update with it. That keeps the art and the descriptor in agreement instead of letting them drift apart over a long production.

LPC Sprite Generator Layouts, Compatible by Default

If you work with Liberated Pixel Cup assets, you already know the layout expectations: fixed cell sizes, a canonical row order for walk and slash animations, and consistent anchoring so a character stands at the right height. An lpc sprite generator workflow lives or dies on matching those conventions exactly.

This maker lets you set the cell size that LPC sheets use and order rows to match the standard directions and actions. The manifest then records those rectangles so a loader can map them to the right animation without a bespoke parser. You can combine LPC-format parts with frames you drew yourself, as long as the cell size and baseline agree.

Compatibility is a settings problem, not a code problem. Once the grid and row order are pinned, the same export drops into an LPC-compatible engine, a custom loader, or a prototyping tool. Keep the settings as a preset and every character in the project stays consistent.

A Sprite Sheet Generator That Runs in Your Browser

You do not need an account to use this sprite sheet generator. The packing, ordering, and export are client-side, so the tool works offline once loaded and never uploads your frames. That is a deliberate choice: source art is often unfinished, and nobody wants a half-drawn character sitting on someone else's server.

When you are ready for the AI layer — generating a new character, expanding a single pose into a full walk cycle, or converting a video into frames — those steps run server-side and spend credits. But the free maker stays free and stays local, and its output uses the same manifest contract as the paid path, so you can mix results from both without conversion.

FAQ

Frequently asked questions.

Is the sprite sheet maker really free?+
Yes. Packing frames into an atlas, exporting the PNG, and downloading the JSON manifest are all free in the browser. You only spend credits if you choose the optional AI steps that generate or expand frames for you.
What image formats can I upload?+
PNG, WebP, and JPG frames are supported. For clean edges keep a transparent PNG background; the packer preserves the alpha channel in the exported atlas.
Can I control the grid and padding?+
Yes. Set the number of rows and columns, the cell size, and the padding between cells. The manifest is written from those values, so your engine reads exact rectangles rather than assuming a uniform grid.
Does uploading send my frames to a server?+
The free packing, slicing, and export run locally in your browser, so your source frames never leave your machine. Server-side processing only happens for the optional AI generation you explicitly request.