#What you'll learn
- How the five presets differ, and how to build your own rule set that follows you to every device.
- How to set a project palette, colour budget and light direction, and use the Palette tab's ramps.
- How animation rules decide what counts as jitter, boiling or a bad loop.
- When to use one-click fixes, safe fixes and hand fixes.
- How to clean a whole folder of sprites in one go.
#Before you start
- Read the Pixxoku beginner guide first: opening art, fixing issues and exporting are assumed.
- Have a few real sprites from your project, ideally a still, an animation and a sprite sheet.
- To sync your own rules between devices, sign in with your Pixx account.
#How-tos
#How to pick the right preset
- Open Preset in the bar above the canvas.
- Choose by the art you make:
- Everything: every rule at normal strength, budget 32 colours.
- Retro strict: tight 16-colour budget, crisp lines, no partial transparency.
- Modern: up to 64 colours, softer rules for detailed, hue-shifted art.
- Game-ready: clean edges, stable animation and engine-friendly canvases (48 colours).
- Mobile icons: small and high-contrast, checked on both a dark and a light background (24 colours).
- Read the score again. A preset changes which rules run, their severity (Error, Warning, Hint) and their Strictness.
#How to save your own rules and use them everywhere
- Start from the closest preset.
- In the left panel, open each rule you want to change: tick or untick it, set Error / Warning / Hint, move Strictness (1 gentle to 5 strict).
- Click Save as my rules…, give it a name (for example My game style) and save.
- It appears under My rules in the Preset list. When you're signed in it syncs through your account, so it's there on your other devices too.
- To delete it, open the rules panel's list of your rules and use its delete button.
#How to set the project style
- Open Project style in the left panel.
- Choose a Project palette, or send a palette from Pixxulo or another app (it becomes the project palette). Choose None (no palette check) to turn the check off.
- Set Colour budget: the most colours one sprite should use.
- Set Light from to where your light comes from. The pillow-shading fix re-shades from that side.
- Untick backgrounds your game never uses, so Low contrast with the background only checks the ones that matter.
#How to use the Palette tab
- Open the Palette tab on the right.
- The top row shows every colour in the art, dark to light, with its pixel count and value.
- Ramps (shades of one hue, dark → light) groups colours into ramps. A good ramp shifts hue as it gets lighter; a flat ramp only changes brightness.
- Cleaned palette shows the colours left after fixes. Use Use as project palette, Send palette…, or download it as .hex.
#How to check an animation properly
- Open a GIF, several frames, or a sprite sheet (Open → Open as a sprite sheet).
- The animation rules run once there are two or more frames:
- Frame jitter: a frame whose position disagrees with both neighbours. A sprite that keeps moving one way is not jitter.
- Pixel boiling: outline pixels that flicker between frames.
- Outline colour changes: the outline colour switches between frames.
- Timing outliers: one frame held much longer or shorter than the rest.
- Loop seam: the last frame doesn't lead back into the first.
- The thumbnails in the strip show each frame's issue count. Click one to jump to it.
#How to choose between fix types
- Fix this (F) changes only the pixels named in that one issue.
- Fix all (Shift+F) does the same for every issue of that rule.
- Apply safe fixes runs every fix that can't change how the art reads: orphan pixels, stray specks, pinholes, doubled corners, outline gaps, pointless dither, near-duplicate colours, muddy value steps, light halos, partial transparency and hidden colour in transparency.
- A few rules change the whole image on purpose: re-lighting pillow shading, reducing to the colour budget, snapping to the palette, and padding or cropping the canvas. Check those in Split view before you keep them.
- Thin parts, Weak small silhouette, Loop seam and a few others need a human: fix them by hand in Pixxivi.
#How to batch-clean a set of sprites
- Pick a preset (or your own rules) and set the project style first. Batch uses them.
- Click Batch and select your files.
- Tick Apply safe fixes to every file to clean as well as check.
- Download Download art (ZIP) for the cleaned images and Download reports (ZIP) for a report per file.
#Workflows
#A shared art standard for a team
- Set up the preset and project style that match your game.
- Save as my rules…, then use Export rules to save a rules file.
- Send the file to your team. Each person uses Import rules, then Save as my rules… so it syncs to their account.
- In Flow, add a quality check to the art steps so nothing moves on until it passes.
#Clean art before packing
- Draw in Pixxivi and Send to App → Pixxoku.
- Fix, apply safe fixes, then Send to App → Pixxula. The art goes in the same form it came in, with its QA grade attached.
- Pack it into a sheet in Pixxula.
#Match a whole game to one palette
- Make or pick the game's palette in Pixxulo and send it to Pixxoku.
- Batch-check every sprite with Off-palette colours on and safe fixes ticked.
- Fix the remaining off-palette issues with Fix all: each colour becomes its nearest palette colour.
#Tips and shortcuts
- N / P step through issues, F fixes, Shift+F fixes all of that kind, I ignores, M shows or hides the markers.
- Ctrl+Z / Ctrl+Y undo and redo (60 steps). Ctrl+O opens, Ctrl+S exports.
- 0 fits the view, + / - zoom, Space plays an animation, Esc clears the selection.
- Run this rule on a rule's card checks the art against just that rule.
- The grade comes from the category scores: A at 90 or more, B at 80, C at 65, D at 50, below that E.
#Troubleshooting
- My rules don't show on another device. Sign in on both devices; your rules sync through your account.
- "That is not a Pixxoku rules file." The file was edited or comes from another app. Export it again from Pixxoku.
- Jitter is flagged on a walking sprite. Jitter only fires when a frame disagrees with both neighbours. If the sprite really bobs one frame out of line, that's the issue; if not, check the frames are in the right order.
- The budget fix changed my colours too much. Undo, raise Colour budget, or reduce colours by hand.
- An ignored issue came back. Single ignored issues belong to one piece of art. To skip a rule everywhere, use Ignore in this project on the rule.