Get your copy of Imagery in Pixels from my itch.io page, available for:
Windows
Linux
Mac
Pencil, eraser, fill, gradient, eyedropper, line, rectangle, ellipse, text and measure, each with a letter shortcut, live preview, and Shift/Alt modifiers for constraining, centring and squaring.
Imagery is great for producing animation and sprites but it can also be used as a regular picture editor, if you want.
Scale, rotate, skew, distort, perspective and a sixteen-point warp mesh, plus quarter turns and mirrors, with nearest-neighbour resampling.
Resample the artwork or change the room around it, across every frame with five resampling methods including Scale2x and Dominant Colour for artwork that must stay made of its own colours.
Rectangular marquee, lasso and magic wand, combined with four modifiers (replace, add, subtract, intersect), with every fill, stroke and cut clipped to the actual shape.
See the canvas repeated all round itself and draw across its own seams, so a seamless tile is made against the thing it has to match.
A filmstrip with per-frame durations, reordering, onion skinning, layer rows under the strip, and live playback in the Preview panel.
Blend modes, per-layer opacity, visibility, reordering by drag, merge down, merge visible, flatten, and live editable text layers that store their raster so a missing font never silently changes your artwork.
Square, non-square or isometric grids, per-bank guides, edge snapping, and a measuring tool that reads back step, distance, angle and pixel count.
One document holds several banks, each with its own canvas size, layers and frames, so a 16×16 walk cycle and a 128×64 title graphic can live in the same file.
Draw the character once, a part per layer, then animate by posing those parts frame by frame; in-between poses are tweened, so a walk cycle costs one drawing rather than twelve.
Trace a skeleton over a photo sheet (or import a captured FBX walk), and the rig drives a faint on-canvas guide across any number of frames, interpolating between the poses you traced.
Regular text is supported but also create bitmap fonts as found on the Amiga and ST to use as text for more colourful and exotic fonts.
Create tile maps across many rooms of any size. Manage your tiles in regular banks and lay out your levels and screens.
Sprite sheets in and out (with JSON/CSV sidecars), animated GIF, PICO-8 cartridges written back without disturbing the cartridge's code, and Aseprite files read with their layers intact.
A Swatches panel for any loaded palette and a Colour Wheel that builds monochromatic, analogous, complementary, triad, tetrad or square schemes round a base colour.
Load and save .gpl, .aco and .act; colour enforcement holds every tool, filter and gradient to the palette you have chosen, so a 16-colour machine palette stays 16 colours.
Page layout planned in millimetres with accurate preview, with every sprite pixel snapped to a whole number of printer dots.
Lift any selection into a reusable brush, filed by category and kept under your profile, so it is there for the next sprite too.
Blur, sharpen, dither, levels, curves, gradient maps, silhouette work, clean-up, retro effects and generators; the folder tree is the menu, and you can write your own with the Lua language.
Versions for Windows, Mac OS and flavours of Linux.
Copyright (c) 2026 Andy 'Hewco' Hewitt. All rights reserved.