X Tutup
Skip to content

architect-minder/godot-pixel-prof

Repository files navigation

Pixels-Prof

In-editor pixel art for Godot 4.5+ — draw, animate, and export colour as runtime data. No alt-tab required.

Free and open source. MIT licensed.


Pixel-Prof CE Engine Demo


Screenshots

FORGE (full editor) FORGE (panel)
FORGE full FORGE panel
Correspondence Engine ANIM tab
CE Engine ANIM tab

What it does

Pixel-Prof is a Godot EditorPlugin dock that keeps your entire pixel art workflow inside the engine. Draw sprites, build animations, and use the Correspondence Engine (CE) to turn palette colours into exported JSON data — live, as you paint.

No roundtrip to Aseprite. No import pipeline. Draw → animate → export data, all in one dock.


Features

FORGE — Pixel Art Editor

  • Integer-only drawing engine (Bresenham line, flood fill, brush, erase)
  • PackedByteArray direct manipulation — no set_pixel() calls, no float ops
  • Configurable canvas size (default 64×128px)
  • 8 palette slots per session

ANIM — Animation Tab

  • Multi-clip animation editor with per-frame timing
  • Onion skin overlay for frame-to-frame accuracy
  • Direct export to Godot's SpriteFrames resource
  • AnimationPlayer-ready output

CE — Correspondence Engine

  • Map any palette colour to a named stat or data field
  • Paint your sprite — CE reads pixel coverage in real time
  • Export as JSON: { "SPEED": 74, "MASS": 31, "POWER": 88 }
  • That JSON is your runtime data — feed it directly to physics, stats, or any system

CONFIG

  • Set canvas dimensions, palette, and export paths per project

The CE Engine

The Correspondence Engine is the reason this plugin exists.

Every colour in your palette maps to a value. As you paint, CE tracks pixel coverage and computes a weighted output for each mapped colour. When you export, you get a JSON file that reflects the visual composition of your sprite as structured data.

Example use case: Paint a character's armour heavier (more dark pixels) and their speed stat drops automatically. The art is the data. No manual stat entry. No separate balance sheet.

{
  "MASS":   62,
  "SPEED":  38,
  "POWER":  71,
  "SHIELD": 44
}

This approach is used in AstraKey — a dark fantasy RPG built with a fully deterministic, colour-driven stat pipeline. Pixel-Prof is the public face of that system.


Installation

Via Godot Asset Library (recommended)

  1. Open your project in Godot 4.5+
  2. Go to AssetLib tab → search Pixel-Prof
  3. Download and install

Manual

  1. Download the latest release zip
  2. Extract addons/pixel_prof/ into your project's addons/ folder
  3. Enable the plugin: Project → Project Settings → Plugins → Pixel-Prof → Enable

Usage

Once enabled, the Pixel-Prof dock appears at the bottom of the editor.

Tab What to do
FORGE Select a tool, pick a colour, draw on the canvas
ANIM Add clips, set frame timing, enable onion skin, export to SpriteFrames
CE Map colours to stat names, paint, click Export JSON
CONFIG Set canvas size, palette file path, export directory

Requirements

  • Godot 4.5+
  • No external dependencies
  • No C# — pure GDScript 2.0

Technical constraints (by design)

  • Integer arithmetic only. No floats anywhere in the draw or CE pipeline.
  • PackedByteArray ops throughout. Every pixel operation is a direct byte write.
  • Deterministic. Same inputs always produce the same output. No RNG, no frame-dependent state.

These aren't limitations — they're what makes CE export values reproducible and trustworthy as game data.


Roadmap

  • Import PNG → edit in FORGE
  • CE: per-frame stat export (animation-aware)
  • CE: multi-palette support
  • Tilemap mode (8×8, 16×16 tile sheets)
  • Export to Aseprite .ase format

Have a feature request? Open an issue.


Contributing

PRs welcome. Please keep all contributions integer-only in the draw pipeline — float ops in addons/pixel_prof/ will be rejected at review. See CONTRIBUTING.md.


License

MIT — see LICENSE.


Credits

Built by surfaceledger.ai as part of the AstraKey game pipeline.

The CE engine concept originated from a need to drive deterministic game physics directly from pixel art colour data, without a separate data-entry layer.


Copyright (c) 2026 2748684-ALBERTA-LTD. All rights reserved.

About

In-editor pixel art editor for Godot 4.5+ with AnimationPlayer export and Correspondence Engine (colour → runtime JSON). MIT.

Topics

Resources

License

Contributing

Stars

Watchers

Forks

Packages

 
 
 

Contributors

X Tutup