Tags: aseprite, pixel-art, sprites, animation, palette, export, game-dev Last updated: 2026-06-27

Sprite / Pixel Art Creation Cheatsheet

Quick Reference

ActionAseprite Shortcut
Pencil toolB
EraserE
Eyedropper (pick colour)Alt + click (or I)
Move toolV (then Q to confirm)
Rectangle / Ellipse marqueeM / Shift+M
Paint bucket (fill)G
Undo / RedoCtrl+Z / Ctrl+Shift+Z
Swap FG/BG colourX
New frameAlt+N
Play animationEnter

Aseprite Essential Shortcuts

Drawing & Editing

ActionShortcut
Pencil (pixel-perfect 1px)B, then right-click for menu
Line toolShift+L (hold Ctrl for angles)
Curve toolShift+C
Blur toolShift+B
Jumble toolShift+J
Contiguous fillG, check Contiguous in toolbar
Dithering gradientShift+G (configure in tool options)
Rotate spriteCtrl+R
Flip horizontal / verticalShift+H / Shift+V
Scroll canvasSpace + drag or middle-mouse
Zoom in / outCtrl+= / Ctrl+-

Selection & Transform

ActionShortcut
DeselectCtrl+D
Invert selectionCtrl+Shift+I
Move selection (pixels)Ctrl + arrow keys
Scale / Rotate selectionCtrl+T
Free transformCtrl+Alt+T

Layers

ActionShortcut
New layerShift+N
Duplicate layerCtrl+Shift+N
Merge downCtrl+E
Flatten imageLayer menu → Flatten (use sparingly)
Toggle layer visibilityClick eye icon
Lock layerClick lock icon
Change opacitySlider in timeline or F4 (Properties)

Palette Management

Creating a Palette

# Start from a base palette (e.g. 4-8 colours),
# then shade by adjusting Hue-Saturation-Lightness (HSL).
Colour CountUse Case
4–8Minimal retro (Game Boy, NES-style)
1616-bit console (SNES, Genesis)
32Modern pixel art with smooth gradients
64+High-fidelity pixel art (painterly)

Shading Technique — Hue Shifting

Aseprite Palette Shortcuts

ActionHow
Create palette from spriteSprite → Color Mode → Indexed (choose colours)
Save paletteF4 → Palettes → Save Palette (.gpl / .pal)
Load paletteF4 → Palettes → Load Palette
Sort palette by luminosityPalette editor → Sort Luma
Lock colour at indexRight-click swatch → Lock

Indexed Mode

Animation

Frame Management

ActionShortcut
New frameAlt+N
New frame (copy current)Alt+Shift+N
Duplicate frameCtrl+D
Delete frameAlt+Delete
Frame properties (duration)F5 (double-click frame in timeline)
Jump to frameF + frame number
Go to first / last frameHome / End
Tag loop sectionSelect frames → right-click → New Tag

Onion Skin

ActionHow
Toggle onion skinF3 or toolbar button
Adjust opacityOnion skin settings in timeline bar
Show previous / next framesConfigure count in settings
Red/blue tintTint past frames red, future frames blue

Animation Export Checklist

Export Settings

Sprite Sheet (Game Engines)

SettingRecommendation
LayoutHorizontal strip or grid (match engine requirement)
Extrude1px to prevent edge bleeding
Border padding1–2px minimum
Trim spritesUsually OFF (keep consistent frame sizes)
PNG compressionDefault or max
Sheet typeRows/Columns (specify count)

GIF (Preview / Sharing)

SettingRecommendation
Colour modeIndexed (≤256 colours)
DitheringOFF for crisp edges, ON for gradients
LoopingInfinite (default)
Frame delayMatch timeline duration

Common Export Pitfalls

Sprite Size Reference

Game ViewRecommended Size
Top-down RPG character16×16 to 48×48 px
Platformer character24×24 to 64×64 px
UI icon (inventory)16×16 to 32×32 px
Tileset tile16×16 or 32×32 px
Isometric tile32×16 to 64×32 px

Workflow Tips

  1. Silhouette first — block out the shape in a single colour, then add detail.
  2. Outline or lineless — decide before shading; single-colour outlines read clearly at small sizes.
  3. Jaggies — avoid stair-step patterns; use anti-aliasing (intermediate colours) sparingly.
  4. Cluster shapes — group same-colour pixels into clusters for clean readability.
  5. Save incrementallyfilename_v01.aseprite; Aseprite .aseprite files preserve layers and frames.