THE FIELD GUIDE

From first pixel
to your next game.

Start small. Keep an editable backup. Take your sprites into the tools you use.

Open editor ↗
01 / END-TO-END PROJECT

Build Willowmere: an end-to-end pixel-art world

Build the revised Willowmere world in PixelWall: animated scenery, editable characters, reproducible CLI commands, a versioned viewer, and a marketing gallery.

Read guide ↗
02 / GETTING STARTED

Draw and save your first PixelWall sprite

Make your first pixel-art sprite in PixelWall. Learn the canvas, drawing tools, layers, PNG export, and editable project backups in five short steps.

Read guide ↗
03 / Export reference

Pixel art export formats

Choose editable projects, raster images, and animation exports. Understand generated files, browser download requests, and how to verify an automation handoff.

Read guide ↗
04 / Phaser guide

Load pixel art sprites in Phaser

Use the classic PixelWall sprite-package JSON with Phaser. Preserve frame order and timing, and distinguish current atlas metadata from the classic sample schema.

Read guide ↗
05 / PixiJS guide

Animate pixel art sprites in PixiJS

Use the classic PixelWall sprite-package JSON with PixiJS. Preserve frame order and timing, and distinguish current atlas metadata from the classic sample schema.

Read guide ↗
06 / Tiled guide

Open PixelWall game-package maps in Tiled

Use the current Game package ZIP to move independent tilesets, transformed tile cells, and per-frame tilemap layers into Tiled.

Read guide ↗
07 / EDITABLE EXAMPLE

Try the Desert Signal starter project

Download an editable 16×16 PixelWall project with three animation frames, PNGs, an animated GIF, and a sprite atlas with JSON metadata.

Read guide ↗
08 / SCRIPTING

Draw and edit with scripts and commands

Run free Lua scripts or JSON command batches in PixelWall, and use the shared browser API or CLI. Edit images, colors, palettes and tiles, and build blocking dialogs with Lua.

Read guide ↗
09 / COMMAND API

Use the PixelWall browser command API

Inspect revisions, apply undoable command batches, save locally, preview PNGs, and invoke the same licensed exports as the editor.

Read guide ↗
10 / COMMAND LINE

Use the standalone PixelWall CLI

Create and edit native sprite documents, render individual frames, import supported formats, and run paid batch exports with a signed ownership license.

Read guide ↗
11 / OFFLINE & DOWNLOADS

Keep PixelWall, projects, and Pro available offline

Download the standalone browser app and CLI, run the editor over local HTTP, and keep a signed Pro license and independent project backups.

Read guide ↗
12 / FILE COMPATIBILITY

Understand native file and color compatibility

Understand compact .pixelwall backups, legacy JSON support, version requirements, and readable JSON export, alongside editable sprite and color compatibility.

Read guide ↗
13 / AI AGENTS

Use PixelWall with an AI coding agent

Connect a coding agent through PixelWall's local CLI, browser command API, local desktop MCP, Lua scripting, or deliberate browser and desktop control. Includes editable scene components and a complete animated sprite example.

Read guide ↗
14 / ISOMETRIC WATER

Generate animated pixel water for an isometric scene

Use PixelWall's deterministic scene.water command to make a small animated pond, river, stream, waterfall, or shoreline, then refine it as ordinary editable frames.

Read guide ↗
15 / ISOMETRIC PIXEL ART

Build an isometric pixel-art foundation

Use PixelWall's 2:1 guide, snapping, editable diamond shapes, ramps, blocks, and deterministic water to prototype an isometric pixel-art scene.

Read guide ↗
16 / AGENT WORKFLOW

Build a woodland river crossing with shapes and bounded Lua

A practical 600 × 350 agent workflow with 576 commands, four editable layers, small Lua details, progress polling, explicit export handoff, and compact project backups.

Read guide ↗
17 / DESKTOP MCP

Connect a local desktop MCP agent

Use PixelWall's opt-in authenticated local MCP launcher to inspect, edit, preview, export, and retrieve files from a running desktop window.

Read guide ↗
18 / SCENE COMPONENTS

Generate editable scene components

Compose deterministic trees, rocks, river banks, bridges, and terrain accents with named editable layers and a shared palette.

Read guide ↗
19 / REVIEW & HANDOFF

Review previews and generated files

Compare an editable document before and after an agent edit, then verify generated files through bounded local handoff metadata.

Read guide ↗
20 / PERSISTENCE

Keep working when the local library is full

Understand library saves, temporary documents, file-backed projects, and verified checkpoints without losing editable artwork.

Read guide ↗
21 / AGENT REVIEW

Plan and verify an agent export

Preflight selected frames, timing, dimensions, entitlement, and file conflicts before writing an export.

Read guide ↗