Pixelorama Alternative: Animated Sprites From One Line
Pixelorama hands you an empty timeline. Name the character and three finished actions arrive as frames — idle, walk, attack — cut, looping and playable in the tab.









Walk him around.
Three real actions from one run. Arrow keys walk, Space swings the blade, and the number keys replay any row. assets.zip is on the same page.
Pixelorama ends at the export. This keeps going.
Neta Studio is an AI world builder with a sprite pipeline attached. The character you describe lands in a world that already has a cast and places to stand, and the same frames can walk a scene you generate next — no download, no engine import, no second tab.
- Three actions, one ruler — idle, walk and attack share an upright height and a feet line, and the atlas pads them into equal cells, so switching rows never makes the character jump.
- Cut, not sketched — a magenta-keyed sheet becomes transparent PNGs with the rim cleaned, a strip per action, and a GIF that loops at 8 fps.
- A page that plays it — arrows walk, Space attacks, and assets.zip sits beside the page with actions.json and engine notes.
Built on the Side Sprite Actions skill — one character, every action at the same size.
Questions before you start.
Is this a Pixelorama replacement?
For a finished animation set, yes: frames, strips, one atlas and a pack. It is not a brush-by-brush canvas, so hand-placing pixels still belongs in Pixelorama — the PNGs come back in fine.
What arrives from one run?
One strip per action, cut to its own cell, the single frames as transparent PNGs, a GIF for each action, spritesheet.png with one row per action, actions.json with row and frame data, and a page that plays them.
How do the actions stay the same character?
The first action writes the identity frame; every later action is drawn against it. Same silhouette, same palette, one upright height and one feet line — that is why the rows line up.
Can I add more actions later?
Yes, and they join the same page. Run, jump, hit, death or a custom move: name it and say what happens across the frames.
Pixelorama runs offline on the desk. Why move it?
Because an empty timeline is the slow part. This hands you frames to edit, and it still works if you never open an editor. Keep Pixelorama for the hand work.
What size and layout do I get?
The same upright height and feet line on every strip, feet on the bottom edge, facing right, eight frames at 8 fps by default. Ask for 64 px cells or six frames if your project needs it.
Does it handle a weapon or a prop?
Yes — katana, hammer, polearm. The blade stays in the same hand through the strip. Long weapons can touch the panel edge, so look at the strip before you ship.
How do I get this into Godot, Unity or Phaser?
spritesheet.png is one row per action with equal cells, and actions.json gives the row, the frame range, fps and loop flag. Point the importer at the sheet and read the rows.
One character, three actions, one pack.
Say who they are and what they carry. The idle, the walk and the attack come back as frames on one scale, with a page that plays them.