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LÖVE (Love2D) Sprite Atlas and Quads — No Hand-Written Rects

LÖVE has no atlas format, so frame rectangles usually end up typed by hand. This export writes them for you as a Lua quads table, plus nerulio_atlas.lua to draw and step animations — run in LÖVE 11.5 frame by frame.

Drop frame images, a GIF or an .aseprite file to pack
Runs in your browser. Files are not uploaded.
Studio Pack & Export: the packed atlas page with every frame outlined, the used area and the export targets
The real Studio with a CC0 asset (OpenGameArt).
Exports to
  • LÖVEVerified· LÖVE 11.5
  • Godot 4Verified· Godot 4.7.2
  • Unity 6Verified· Unity 6000.5.3f1
  • Phaser 3 / 4Verified· Phaser 3.90 + 4.2
  • PixiJS 8Verified· PixiJS 8.21
  • Aseprite JSONVerified· Phaser load.aseprite · PixiJS 8.21
  • .asepriteVerified· Aseprite 1.3.18
  • Spine / libGDXVerified· spine-canvas 4.2
  • Starling / Sparrow XMLVerified· Phaser 4.2
  • DefoldBuilt· Defold bob.jar 1.13.1
  • GameMakerUNVERIFIED
  • CSS spritesVerified· Chromium
  • GIF / APNGDecoded· Pillow

What it does

  • Atlas PNG with 1 px extrude by default, which avoids bleeding at non-integer positions.
  • Lua table of quads with pivots, animations and per-frame durations.
  • nerulio_atlas.lua helper and a main.lua that draws every animation with nearest filtering.
  • Rotation refused for this target, so every quad is upright.

How to do it

  1. Drop frames, a GIF, an .aseprite file or a sheet (then Apply).
  2. Set animations and pivots.
  3. In Pack & Export choose LÖVE.
  4. Put the files next to your main.lua and require nerulio_atlas.

Engine exports and how each was checked

"Verified" means the exported files were loaded by the real engine or tool on real CC0 assets and the result was compared with the source. Anything that was not loaded is labelled as such.

TargetFilesCheck
Godot 4.tres SpriteFrames · .tscn AnimatedSprite2D · .png.importVerified Godot 4.7.2Loaded by Godot; every animation frame drawn and compared with the source file. The scene uses Nearest filtering; rotation is never used.
Unity 6.unity.json · Editor/NerulioSpriteImporter.cs · AnimationClipVerified Unity 6000.5.3f1Batch mode: sprite rects, pivots, pixels, clip keys and durations checked.
Phaser 3 / 4atlas JSON (multiatlas) · .anims.jsonVerified Phaser 3.90 + 4.2Frames and animations drawn by both versions.
PixiJS 8spritesheet JSON · animations · anchor · meta.scaleVerified PixiJS 8.21Rotated and multi-page atlases included.
Aseprite JSONhash / array · frameTags · slicesVerified Phaser load.aseprite · PixiJS 8.21Tags keep their direction and repeat count.
.asepritelayers · tags · durations · slicesVerified Aseprite 1.3.18Opened and rendered by the Aseprite command line.
Spine / libGDX.atlasVerified spine-canvas 4.2Every region drawn by the Spine runtime, rotated and trimmed; libGDX itself was not run.
Starling / Sparrow XMLXML per pageVerified Phaser 4.2Phaser 3.90 draws trimmed XML frames wrongly (its own bug); the "Sparrow XML (Phaser 3)" preset turns trim off and passes in 3.90 and 4.2.
LÖVELua quads · nerulio_atlas.lua · main.luaVerified LÖVE 11.5Every frame drawn and every animation stepped through the shipped helper.
Defold.atlas · .tilesourceBuilt Defold bob.jar 1.13.1Built by Defold's command-line builder; the built texture's UVs were read back.
GameMakerspr_<name>_stripN.png · gamemaker.jsonUNVERIFIEDNot loaded in GameMaker (no headless GameMaker). The strips are cut the way its strip importer cuts them.
CSS sprites.css · preview .htmlVerified ChromiumEvery class drawn from the shipped stylesheet.
GIF / APNGone file per animationDecoded PillowEvery frame and delay decoded again after export; APNG is exact.

Evidence

Exports: 49 runs in the real engines on real CC0 assets, 47 pass — the 2 failures are Phaser 3.90's trimmed-XML bug, which the Phaser 3 preset avoids. Packer head-to-head on 5 real frame sets (CodeAndWeb free web packer, GAPTools, free-tex-packer): smallest sheet on all 5 with rotation allowed, 4 of 5 without; every frame restored pixel-exact.

Limits

  • Polygon (mesh) packing is not offered: none of the verified engines draws a mesh atlas from exported data.
  • GameMaker strips are UNVERIFIED in GameMaker itself.
  • Scale variants (@0.5x–@4x) use nearest-neighbour only.
  • Trimmed Starling XML is drawn wrongly by Phaser 3.90; use the "Sparrow XML (Phaser 3)" preset there.

Questions

What was checked in LÖVE?

LÖVE 11.5 drew every frame and stepped every animation through the shipped helper, and the result was sharp at 4×.

Do I have to use the helper?

No. The quads table is plain Lua data; the helper only shows one way to draw and time it.

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).