Help

Getting started

Five minutes from an empty canvas to a sprite you can use.

1. Start #

When the program opens it shows the start screen.

  • On the left, the ways in: Open..., Import sprite sheet..., the Library and this User guide.
  • In the middle, a card for each preset size, and under them the files you opened recently, each with a picture of its own (the first time, there are three ways into this guide instead).
  • On the right, the details of the new document (name, size, background and the starting palette) and a tip below.

Pick a preset card (Tile 32 x 32 is a good first one) and press Create, or choose Start with a blank canvas. For a canvas of your own size, set the width and height on the right. File > New (Ctrl+N) brings the start screen up for the same questions.

You can bring the start screen back any time with File > Start screen.

2. Draw #

  1. The pencil is chosen already. Press B for it any time.
  2. Click a colour in the Palette panel on the left, then click and drag on the canvas.
  3. Press E for the eraser, G to fill an area, I to pick a colour from the canvas.
  4. Press R for a rectangle, U for an ellipse, L for a line. Drag them out, then drag their handles: a shape stays a shape.
  5. Scroll the wheel to zoom, hold Space and drag to pan, Ctrl+0 to fit the canvas to the window.

Made a mistake? Ctrl+Z undoes, Ctrl+Shift+Z (or Ctrl+Y) redoes, as far back as the undo depth in Preferences allows.

3. Use layers #

The Layers panel on the right lists the layers. Add makes a new one above the picked one. A layer holds elements, one per colour you painted in plus any shapes; the Elements panel lists them. Everything is described in Layers and elements.

4. Make it move (optional) #

Press T to open the timeline. + Frame adds a frame; draw on it; press Enter to play. The timeline opens over the canvas when you want it and tucks away when you do not; Pin keeps it docked. See Animation.

5. Save #

File > Save (Ctrl+S) asks where to put a .lsprite file, which keeps everything: layers, frames, palettes, shapes and history of what each element is.

6. Get it out #

For use in a game or on the web, File > Export PNG writes a picture at 1x to 16x, Export animation writes a GIF, animated PNG or WebP, and Export sheet lays the frames into one image with a description a game engine can read. After the first export, File > Export again (Ctrl+Shift+E) repeats it to the same file with the current settings. See Opening, saving and exporting.

Next #

This is the guide that ships inside the program (F1).