A Ambersprite
ENTRDEFRESITPTRUJA

Palettes

The palette is the grid of swatches in the Colour panel. Tap one to paint with it; tap + Add current colour to append the current colour.

The Palette menu#

Open with the Palette ▾ button.

Generate#

CommandResult
Interpolate 5 stepsFill the gap between two selected swatches with 5 blended steps.
Palette From CanvasReplace the palette with the colours actually used in the sprite.
Grab All FramesSame, across every frame.
Grab From ReferencePull the palette from the active reference image.
PresetApply a built-in palette.

Sort#

By hue, By luminance, By saturation — reorder the swatches. Sorting an indexed sprite remaps the pixels so the image is unchanged.

Edit#

CommandResult
Invert ColorsNegate every swatch.
GrayscaleDesaturate every swatch.
QuantizeSnap every pixel in the sprite to the nearest palette colour.
Remove DuplicatesMerge identical swatches.
Replace ColorSwap one colour for another everywhere.
DeleteRemove the selected swatch.

Size#

Set the palette to 16 / 32 / 64 / 128 / 256 colours, or add / drop one slot at a time.

Swatch order#

Move left / right reorders the selected swatch; Copy / Paste duplicates one. You can also drag a swatch onto another in the grid to reorder.

File#

  • **Import .gpl / .rpl*— load a GIMP or RPL palette (works with Lospec, Aseprite, GIMP exports).
  • **Export .gpl / .rpl*— save the current palette. The GPL export is spec-compliant R G B<TAB>name so it opens cleanly in other tools.

Naming swatches#

Select a swatch, type in the NAME field. Named swatches survive save/load and appear in the game-export metadata.

Histogram#

Sprite ▸ Histogram (or Palette ▸ Histogram) shows the colour distribution of the current frame — useful for spotting near-duplicate shades and off-palette pixels.