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Free · runs in your browser · nothing uploaded

Game asset studio in your browser

Nerulio is a free game asset studio: slice sprite sheets, build animations, pack atlases and generate autotile tilesets — exported for Godot, Unity, Phaser and more. No install, nothing uploaded.

Open the Studio

or drop a sprite sheet, frames, a GIF, an .aseprite file or a tileset anywhere on this page

The Nerulio Studio sprite workspace: timeline, animation tags, pivot and hitboxes
The real Studio: “Classic Hero” by GrafxKid (CC0) cut into five tagged animations, with a pivot, a hurt box and a hit box.

Workflow

From sprite sheet to engine, in one studio

Each workspace does one part of the pipeline and hands its result to the next. Everything runs in this browser tab.

Sprite

Cut sheets into tagged animations

Drop a sheet, numbered frames, a GIF or an .aseprite file. The grid is detected with a confidence you can overrule; tags, timing, pivots, hit and hurt boxes are edited on a real timeline.

Open the Sprite workspace
Live demo with “Classic Hero” by GrafxKid (CC0): the sheet cut into five tagged rows, and the walk row played at 10 fps.

Pack & Export

Pack atlases and export for each engine

MaxRects packing with trim, rotation, padding, extrusion and multipack. One click writes the files each engine expects; the engine list below says which exports were loaded back in the real engine.

Open Pack & Export
The real Pack & Export workspace: the same 26 frames trimmed and packed, ready to export for Godot 4.
The real Pack & Export workspace: the same 26 frames trimmed and packed, ready to export for Godot 4.

Tile

Autotiles that paint like the engine

The layout of a 47-tile blob or Wang sheet is recognised from the pixels, terrain bits are filled in, and a test map is painted with the same rule Godot 4 uses.

Open the Tile workspace
The real Tile workspace: a CC0 cave tileset recognised as a 47-tile layout, and a test map painted with the Godot 4 rule.
The real Tile workspace: a CC0 cave tileset recognised as a 47-tile layout, and a test map painted with the Godot 4 rule.

Pixel

Draw pixel art, and undo upscales

Pencil, bucket, selections and layers on Aseprite keys, indexed palettes and Lospec, onion skin. Upscaled or resized pixel art is measured and turned back into one pixel per pixel.

Open the Pixel workspace
The real Pixel workspace: six CC0 ninja run frames by DezrasDragons, frame 3 open with onion skin.
The real Pixel workspace: six CC0 ninja run frames by DezrasDragons, frame 3 open with onion skin.

Exports tested in the real engines

Every export is loaded back into the engine and compared field by field and pixel by pixel. GameMaker and LDtk: format checks only.

  • Godot 4VerifiedGodot 4.7.2
  • Unity 6VerifiedUnity 6000.5.3f1
  • Phaser 3 / 4VerifiedPhaser 3.90 + 4.2
  • PixiJS 8VerifiedPixiJS 8.21
  • AsepriteVerifiedAseprite 1.3.18
  • SpineVerifiedspine-canvas 4.2
  • LÖVEVerifiedLÖVE 11.5
  • TiledVerifiedTiled 1.12.2
  • Starling / SparrowVerifiedPhaser 4.2
  • DefoldBuiltDefold bob.jar 1.13.1
  • LDtkPartly verifiedLDtk 1.5.3 schema + loader
  • GameMakerUNVERIFIED

Single game tools

Every game tool also has its own page. Search, or open the full list.

Other file toolsImage, PDF and video tools are still here as extras.

Image

PDF

Video & audio

Game asset studio

Sprites · atlases · tilesets · Godot · Unity · Phaser

How it works

  1. Drop a sprite sheet, frames, a GIF, an .aseprite file or a tileset
  2. Check the detected grid, animations or autotile layout, then Apply
  3. Pack an atlas and export for your engine in one click

Supported formats

PNG / GIF / APNG / .aseprite / TexturePacker·Aseprite JSON / Starling XML → PNG atlas + Godot 4 · Unity 6 · Phaser · PixiJS · Defold · LÖVE · Spine · Tiled · LDtk · GameMaker · .aseprite — Input decoding and output encoding depend on browser support.

What this tool does

One studio covers the whole 2D asset pipeline: slicing, animation tags and timing, pivots and hitboxes, trimmed and rotated atlas packing, and autotile tilesets with terrain rules. Exports load in Godot 4, Unity 6, Phaser, PixiJS, Defold, LÖVE, Spine, Tiled and Aseprite, and each was checked by loading it back into that engine.

Before you export

Pixel, texture and UI work still uses the Lab tools while their Studio workspaces are built. GameMaker and LDtk exports are format-checked, not run in the engine. Browser evidence so far is Chromium.

Frequently asked questions

Do I need Aseprite or TexturePacker installed?

No. .aseprite files are read and written in the browser (checked against the real Aseprite on 231 files), and the packer, exporters and tileset tools run on your device with nothing uploaded.

Is it free, and do I need an account?

Everything on these pages is free and works without an account. There is no watermark and no export that is held back.

Are my sprites uploaded?

No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.