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Pixx Suite

Build · Game packager & engine exporter · Intermediate

Pixxizi — Intermediate

Run a real game package: art checks with Pixxoku's rules, Pixxado shadows, tile map levels, UI frames, fonts, music loops, budgets and versioned builds.

Open Pixxizi

#What you'll learn

  • How the pixel-art check works, which rule set to use, and how to fix art without leaving Pixxizi.
  • How Pixxado shadow layers pair with sprites and export as shadow children.
  • How tile map levels from Pixxori come in, preview, and check.
  • How UI frames, fonts, music loops and dialogue are packaged.
  • How to keep builds small and versioned with budgets, changed-only exports and the changelog.

#Before you start

  • You should know the basics from the Pixxizi Beginner guide: adding assets, the Check tab and Export.
  • Have assets in your Pixx Library from the other apps, or use Try the sample package.
  • Pixxizi needs a plan or a free trial with Pixxizi in it.

#How-tos

#How to use the pixel-art check

  1. Open the Package tab and expand Pixel-art check.
  2. Pick the Rules (Pixxoku): Engine essentials (halos, partial transparency, art touching the frame edge, frame jitter), Game-ready (strict), Everything or Off.
  3. Every sprite is checked with the same rules as Pixxoku. Results show in the Check tab and in each sprite's Art check (Pixxoku rules) section, with a grade.
  4. Art findings are only ever warnings or notes: they never block a build.
  5. Safe problems get a Fix it button that corrects the art and saves it. For anything else, click Check in Pixxoku to fix it there.

#How to add Pixxado shadows

  1. In Pixxado, send the lit sprite and, separately, Shadow layer only, both to Pixxizi.
  2. Pixxizi pairs them automatically when the shadow has the same frame count and size, preferring the same base name. Select the shadow and check the Shadow (Pixxado) section; set Shadow of by hand if needed, or leave it on Automatic (matching name + frames).
  3. A paired shadow isn't exported on its own: it becomes a child sprite named <sprite>_shadow, drawn behind the sprite on the same frame with the same pivots.
  4. The Check tab tells you if a sprite's shadow layer is missing, if a shadow layer has no sprite, or if a shadow would be drawn twice (lit art with the shadow already baked in, plus a shadow child).

#How to add a level from Pixxori

  1. In Pixxori, Send to App → Pixxizi (or add the tile map from Library). It lands in the Levels group.
  2. Select it: the preview shows the tiles, and Show collision rectangles and objects draws the solid areas and object markers on top.
  3. The Level line shows the map size, tile size and number of tile layers.
  4. Levels get their own checks; fix any issues in Pixxori and send the level again.

#How to package UI frames and fonts

  1. In Pixxico, use Send to App → This frame (nine-slice UI frame). They join the UI group as images with their slice margins, and every engine export uses those margins (for example Godot's nine-patch settings).
  2. Send fonts from Pixxypo or the Pixx font library. They join Fonts and export as bitmap fonts with their letter spacing and kerning pairs.

#How to set up music and sound

  1. Select a sound and press Play (or Space).
  2. Under Loop, tick Loop this sound and set Loop start (s) and Loop end (s). Sounds made in Pixxune arrive with their loop points already set.
  3. Music of 8 seconds or more with no loop points loops end to end by default (shown as "auto"); change this under Audio, palette & budget.

#How to keep exports within a size budget

  1. In Package → Audio, palette & budget, set Size budget (KB per export, 0 = none).
  2. The Check tab warns when a build goes over.
  3. To shrink: turn on PNG8 compression, lower Scale, reduce Max atlas size, and loop music instead of shipping long files.

#How to version builds

  1. Open Builds: Since the last export lists what was added, changed or removed. Tag-only edits don't count as changes.
  2. Pick the version step next to Version and write a Build note (changelog).
  3. Export → tick Only assets changed since v… for a small update, or leave it off for a full build. Build history keeps every export.

#Workflows

#A playable character with shadows and hitboxes

  1. Annotate the character in Pixxeta, light it in Pixxado, and send both the lit sprite and its shadow layer to Pixxizi.
  2. Check the Shadow (Pixxado) section shows the pair, then fix any Check warnings.
  3. Export for your engine; in Godot the shadow appears as a node behind the sprite that follows its frames.

#From tile map to playable level

  1. Build the level in Pixxori with collision and object layers, then send it here.
  2. Turn on Runnable starter project in the export window to get a small project you can run straight away (for engines that support it).
  3. Export and open the level in your engine; collisions are merged rectangles, objects are markers at their pixel positions.

#Weekly builds for a team

  1. Track each asset's work as Flow steps that end in Pixxizi.
  2. Every week, bump the patch version, write a build note, and export only what changed.
  3. Share the ZIP; the changelog and manifest show exactly what's new.

#Tips and shortcuts

  • Ctrl+S export · Ctrl+Z undo · Ctrl+Shift+Z or Ctrl+Y redo · Space play/pause · ← / → step frames · Delete remove the asset.
  • Fix all in the Check tab applies every safe fix at once.
  • Art check results are cached per asset, so the check stays fast while you browse.
  • One ZIP with every engine builds all ticked engines into one file.

#Troubleshooting

  • A shadow isn't pairing: the shadow layer must have the same number of frames and the same size as its sprite. Set Shadow of by hand.
  • "Shadow would draw twice": you sent the lit art with shadows baked in. Send Pixxado's lit art without shadows, or remove the shadow child.
  • The art check is "too big for the in-package check": open that sprite in Pixxoku with Check in Pixxoku.
  • A level's objects are in the wrong place: positions are in pixels; check the tile size in Pixxori matches your engine's.
  • Fonts look spaced wrong in the engine: make sure you imported the BMFont file, not just the PNG.