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Apply a Lospec Palette to Pixel Art and Sprite Frames

Found a palette on Lospec? Paste its HEX list (or import the .gpl) and every frame of your animation is mapped onto exactly those colours — checked on the exported PNGs, not on the preview.

Drop your sprite frames (PNG) — several frames share one palette
Open the Pixel Lab
Runs in your browser. Files are not uploaded.
Pixel Lab: CC0 sprite frames locked to one extracted palette, with the palette and the share of the pixels in each colour
The real Pixel Lab with a CC0 asset (OpenGameArt).
Outputs
  • PNG framesMeasured· Pillow
  • PaletteMeasured· re-import
  • pixel-lab.jsonUNVERIFIED

What it does

  • Lospec-style HEX lists (one per line or comma-separated, # optional), GIMP .gpl and JSON; the format is read from the content.
  • All frames locked to the same palette, so animations stay consistent.
  • Dithering: None (default for animation), Bayer 2×2/4×4/8×8, Floyd–Steinberg or Atkinson, with a flicker warning.
  • Export PNG frames at 1×–8× nearest plus the palette as .gpl.

How to do it

  1. Drop the frames.
  2. Import or paste the Lospec palette.
  3. Choose a dither mode and compare the options side by side.
  4. Export the ZIP.

Outputs and how each was checked

"Measured" means the downloaded file was opened again outside the page (Pillow, numpy or an independent parser) and the property was measured. Loading these files in a game engine was not tested.

TargetFilesCheck
PNG framesanim_N.png · 1×–8× nearestMeasured PillowEvery exported colour re-read from the PNGs lies inside the locked palette.
Palette.gpl · .hex (Lospec) · .jsonMeasured re-importEach format was exported and imported back through the UI: 16 → 16 colours.
pixel-lab.jsongeneric frames + paletteUNVERIFIEDGeneric JSON; not loaded in any engine.

Evidence

8 anti-aliased frames → one 16-colour palette with 0 exported colours outside it; an unchanged region identical in all 8 frames with dithering off and with Bayer 4×4; the anti-alias remover took 271 colours to 16 without moving a single silhouette pixel; integer scale, offset and 2.5× non-integer scaling detected exactly.

Limits

  • Frames larger than 4096 × 4096 are refused: every pass runs on the main thread, and there is no cancel button yet.
  • A sprite sheet is treated as one image; cut it into frames first (sprite sheet cutter).
  • With a dithering mode on, the cleanup counts include dither pixels; set dithering to None first.
  • The exported JSON is generic; importing it into Godot or Unity was not tested.

Questions

Does it fetch palettes from Lospec for me?

No: nothing is downloaded. Copy the palette's HEX list or .gpl from Lospec and paste or import it.

Are all exported colours in the palette?

Yes. In the test the union of colours in every exported frame was a subset of the locked palette.

Is it free, and do I need an account?

Everything on these pages is free and works without an account. There is no watermark and no export that is held back.

Are my sprites uploaded?

No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.

Does it need Aseprite or an engine plugin installed?

No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).