#What you'll learn
- How to build a full game palette from a few key colours, ramp by ramp.
- How to use locks and Generate without losing the colours you like.
- How to pull and refine colours from concept art or an existing sprite.
- How to check a palette for colour blindness and readable text.
- How to share palettes with the other Pixx apps and keep them on every device.
#Before you start
- You should know the basics from the Pixxulo beginner guide: selecting swatches, the Picker, Harmony, Ramp, Extract and Access tabs, and exporting.
- You need a Pixx plan that includes Pixxulo. Sign in to use Cloud and to send palettes to other apps.
- Optional: a piece of concept art or a sprite you want to match.
#How-tos
#How to build a game palette from key colours
- Click New and name the palette.
- Add your 3–5 key colours (for example skin, foliage, stone, water and a highlight colour). Type exact values in Hex · RGB if you have them.
- Select the first key colour, open Ramp, keep Hue-shifted ramp, and set Steps to 4–6.
- Set Hue shift so shadows lean cool and highlights lean warm, and adjust Darkest and Lightest so the ends don't crush to black or blow out to white.
- Click Replace to turn the key colour into its ramp.
- Repeat for each key colour, then Sort by Hue to group the ramps.
#How to generate the rest of a palette around colours you love
- Click the lock on each swatch you want to keep (the lock tooltip reads Lock (kept when generating / replacing)).
- Press Space (or click Generate). Every unlocked swatch gets a new colour from a fresh harmony; locked ones stay exactly as they are.
- Keep pressing Space until the unlocked colours fit, then lock them too.
- Ctrl+Z steps back if you went one too far.
#How to blend between two colours
- Select two swatches (Ctrl+click the second).
- Open Ramp and switch to Between two.
- Click the button that uses the first two selected swatches, or set the two colours with the colour pickers.
- Choose Steps and click Add or Replace. This is great for sky gradients and transitions between biomes.
#How to pull colours from art and clean them up
- Open Extract and drop the image on the box (or click it to choose one).
- Set Colours (2–64) and choose Refined for the best result or Median cut for a quick split.
- Click New palette to keep the result separate from what you're working on.
- Click Merge similar to join colours that look the same (a colour difference under 2 on the ΔE2000 scale).
- Sort by Smooth so each colour sits next to its closest neighbour, then delete strays with Del.
#How to check accessibility before you commit
- Open Access.
- Under Simulate colour vision, click through Protan, Deutan and Tritan. The swatches and the preview change to show how the palette looks.
- Read Hard to tell apart: these pairs look too similar for some players. Nudge one colour of each pair in Picker (lightness is the most reliable fix).
- Check Contrast (WCAG) for the colours you'll use as text on backgrounds. A solid ring means very readable; a dashed ring means readable.
- Switch back to Normal when you're done.
#How to preview a palette on your own sprite
- In the Preview panel, click Your image and choose a sprite or screenshot.
- Choose how it's mapped: Nearest snaps every pixel to the closest palette colour; 1:1 swap maps the image's own colours to your palette in order.
- Edit swatches and watch the image update.
- Tick Colour cycling, set the from and to swatch numbers and the speed (fps, up to 30), to animate water, lava or glowing effects.
#How to keep palettes on every device
- Sign in, then click Cloud → Save my palettes. All your palettes are saved together as one set.
- On another device, click Cloud and open the set. Palettes are merged by their id; when both devices have the same palette, the most recently changed one wins.
- Save again from whichever device you edit on.
#Workflows
#Palette first, then art
- Build the palette here (key colours → ramps → accessibility check).
- Send to App → Pixxivi to draw with it.
- Send it to Pixxato to convert reference photos into pixel art in the same colours.
- Send it to Pixxori: Pixxori makes a recoloured copy of the current tileset, so whole levels match.
#Match an existing game's look
- Take a screenshot of the look you want to match.
- Extract 16–32 colours with Refined, then New palette.
- Merge similar, Sort by Hue, and rebuild any ramp with gaps using Between two.
- Preview it on your own sprite with Your image to check it works for your art.
#Theme an interface
- Build a small palette: background, panel, light, dark, outline, accent and text.
- Send it to Pixxico. Pixxico turns it into a theme and redraws every generated button, panel and bar in it.
#Tips and shortcuts
- N adds a colour, Space generates, Del deletes, Ctrl+A selects all.
- ← / → move the selection; Alt+← / Alt+→ move the selected swatch itself.
- Ctrl+C copies the selected colours as hex codes and Ctrl+V pastes hex codes from anywhere (a chat, a website, a code file) into the open palette.
- Copy CSS in the bar copies the palette as CSS variables in one click.
- The search box at the top of the left panel finds palettes by name; Your library palettes lists palettes sent from other apps.
#Troubleshooting
- If Generate keeps changing a colour, it isn't locked. Lock it, then generate again.
- If a ramp looks muddy in the middle, lower Hue shift or widen the gap between Darkest and Lightest.
- If Extract misses a small accent colour, raise Colours, or add the accent by hand with the Picker.
- If a palette you deleted comes back after opening the cloud set, save the set again from this device; the cloud set only changes when a device saves it.
- If the image preview looks too different from your art, switch between Nearest and 1:1 swap.