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Create Your First Sprite

A sprite is your Resprite project: its canvas, layers, animation frames, palette, and related information. Choose a canvas size, check recording options, and create the project before drawing.

Open New Sprite in the Gallery, then:

  1. Enter a project name.
  2. Select a preset or enter a width and height in pixels.
  3. Check whether timelapse recording should be enabled.
  4. Confirm to create the project and open its canvas.
New Sprite dialog on iOS
New Sprite dialog on iOS
New Sprite dialog on desktop
New Sprite dialog on desktop

Choose a size and reuse common presets​

Enter the size required by the artwork, or choose a preset. Use the preset controls to add the entered dimensions, rename a saved custom preset, or delete one you no longer need. Creating a project at a new size does not automatically save that size as a preset.

On iOS, custom presets are also managed in Preferences ▸ New Sprite Presets, including whether they appear before the built-in sizes.

When image content is available on the clipboard, the size list can offer a matching Clipboard entry. This sets the canvas dimensions; paste the image after creating the project. Desktop can also obtain this size from an image on the system clipboard.

Canvas size and performance

Canvas area, layers, frames, and timelapse data all contribute to project cost. On iOS, canvas areas above 1920 × 1080 pixels show a warning, and areas above 3840 × 2160 pixels cannot be created. These limits are based on total pixel area, not a required width-to-height ratio. Choose a size suited to the artwork and device.

Canvas preset settings on iOS
Canvas preset settings on iOS

You can also set up timelapse when creating the file​

Enable recording before you start if you want the drawing process captured from the beginning.

  • iOS: open the Timelapse tab to set recording, quality, and speed.
  • Desktop / Android: use the Timelapse Recording checkbox in the new sprite dialog.

Recording can be changed later in Sprite ▸ Timelapse Properties. Enabling it later records subsequent work; it cannot reconstruct earlier drawing steps. See Timelapse for recording data and video export.

Timelapse tab in the iOS new sprite dialog
Timelapse tab in the iOS new sprite dialog

What you can still change after creation​

Open the Sprite menu for document-level controls:

ControlEffect
Frame RateSet the animation's base playback rate; see Frames for individual frame durations
Sprite SizeScale the artwork and its dimensions
Canvas SizeExtend or reduce the canvas bounds without scaling pixels
Rotate / FlipChange the artwork's orientation across the sprite
Crop to SelectionSet the canvas bounds from the active selection
Crop to CanvasRemove pixels outside the existing canvas bounds
TrimRemove empty margins around the artwork
Timelapse PropertiesAdjust recording settings
Sprite InfoView document information, author details, and statistics

These operations affect the project. For changing selected pixels, see Free Transform; for rotating only the drawing view, see Canvas. Tilemap-specific editing is covered in Tilemaps and Tilesets.

Sprite menu on iOS
Sprite menu on iOS
Sprite menu on desktop
Sprite menu on desktop

Use Sprite Info for document metadata. iOS also provides Memo for notes stored with the sprite.

Sprite Info dialog
Sprite Info dialog

Detect Scale in Sprite Size​

If imported pixel art has been enlarged by an integer factor, use Sprite Size ▸ Detect Scale to analyse the current frame and suggest a base size. Check the proposed width and height, then confirm the resize if they suit the artwork.

Detection updates the proposed dimensions; it does not immediately resize the project. The confirmed Sprite Size operation affects the whole sprite.

Detect Scale in Sprite Size on iOS
Detect Scale in Sprite Size on iOS

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