A Ambersprite
ENTRDEFRESITPTRUJA

Colour modes: RGBA, Indexed, Grayscale

Set the mode from Sprite ▸ Colour Mode or the MODE capsule in the Colour panel.

RGBA (default)#

Full 32-bit colour. Every pixel stores its own red, green, blue and alpha. Use this for general work and when you want free access to any colour.

Indexed#

Each pixel stores an index into the palette rather than a colour. Editing a palette swatch instantly recolours every pixel that uses it — the basis of palette swaps, biome tints and animated palettes.

  • Converting **RGBA → Indexed*snaps every off-palette pixel to the nearest swatch. Ambersprite warns you first; **undo*restores the exact pixels.
  • One palette entry is the **transparent index*— set it from the MODE menu.
  • Returning to **RGBA*with no edits in between restores the original true-colour pixels non-destructively.

Work in RGBA while you paint and shade, then switch to Indexed near the end to lock the palette and get clean recolour variants.

Grayscale#

A single-channel mode for masks, height maps, and value studies. Converting to grayscale desaturates the sprite; converting back to RGBA restores colour if you haven't edited in between.

Which pixels are off-palette?#

Open the Histogram (Sprite ▸ Histogram) to see the colour spread, or run Palette ▸ Quantize to force everything onto the palette.