Quest Toolkit Guide 6
A spritesheet is one image with many frames in a grid. Engines need to know frame size — or you slice it in your art tool first.
Plan the grid
- Pick frame size first (e.g. 32×32 or 64×64) and stick to it.
- Lay frames left-to-right, top-to-bottom.
- Leave no gaps unless your engine expects padding.
- Keep the sheet width a power of two if old GPUs matter (128, 256, 512).
In Aseprite
- Finish animation on one layer or tagged frames.
- File → Export Sprite Sheet.
- Choose rows/columns or best fit.
- Set border and spacing to 0 unless you need it.
- Export PNG.
In LibreSprite or Piskel
Same idea: export sheet as PNG. Note frame width and height — you will type those into Godot, Phaser, or your engine.
Slice an existing sheet
If you downloaded someone else's sheet, measure one cell (width × height), count columns and rows, and trim empty edges in your editor.
In Godot
Import PNG → set Import as Texture → create AtlasTexture or SpriteFrames. Add frames in a grid with your cell size.
In Phaser
this.load.spritesheet('key', 'sheet.png', { frameWidth: 32, frameHeight: 32 }). Match the numbers to your export.
Checklist
- Every frame same size.
- No stray half-pixels on export (use nearest neighbor).
- Write frame size in a README next to the PNG.
- Name files clearly: hero_walk_sheet.png.