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 ↗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 STARTEDDraw 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 referencePixel 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 guideLoad 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 guideAnimate 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 guideOpen 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 EXAMPLETry 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 / SCRIPTINGDraw 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 APIUse 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 LINEUse 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 & DOWNLOADSKeep 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 COMPATIBILITYUnderstand 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 AGENTSUse 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 WATERGenerate 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 ARTBuild 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 WORKFLOWBuild 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 MCPConnect 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 COMPONENTSGenerate 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 & HANDOFFReview 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 / PERSISTENCEKeep 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 REVIEWPlan and verify an agent export
Preflight selected frames, timing, dimensions, entitlement, and file conflicts before writing an export.
Read guide ↗