#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
- Open the Package tab and expand Pixel-art check.
- Pick the Rules (Pixxoku): Engine essentials (halos, partial transparency, art touching the frame edge, frame jitter), Game-ready (strict), Everything or Off.
- 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.
- Art findings are only ever warnings or notes: they never block a build.
- 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
- In Pixxado, send the lit sprite and, separately, Shadow layer only, both to Pixxizi.
- 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).
- 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.
- 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
- In Pixxori, Send to App → Pixxizi (or add the tile map from Library). It lands in the Levels group.
- Select it: the preview shows the tiles, and Show collision rectangles and objects draws the solid areas and object markers on top.
- The Level line shows the map size, tile size and number of tile layers.
- Levels get their own checks; fix any issues in Pixxori and send the level again.
#How to package UI frames and fonts
- 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).
- 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
- Select a sound and press Play (or Space).
- 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.
- 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
- In Package → Audio, palette & budget, set Size budget (KB per export, 0 = none).
- The Check tab warns when a build goes over.
- To shrink: turn on PNG8 compression, lower Scale, reduce Max atlas size, and loop music instead of shipping long files.
#How to version builds
- Open Builds: Since the last export lists what was added, changed or removed. Tag-only edits don't count as changes.
- Pick the version step next to Version and write a Build note (changelog).
- 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
- Annotate the character in Pixxeta, light it in Pixxado, and send both the lit sprite and its shadow layer to Pixxizi.
- Check the Shadow (Pixxado) section shows the pair, then fix any Check warnings.
- 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
- Build the level in Pixxori with collision and object layers, then send it here.
- Turn on Runnable starter project in the export window to get a small project you can run straight away (for engines that support it).
- Export and open the level in your engine; collisions are merged rectangles, objects are markers at their pixel positions.
#Weekly builds for a team
- Track each asset's work as Flow steps that end in Pixxizi.
- Every week, bump the patch version, write a build note, and export only what changed.
- 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.