PlayableOne enemy, a hundred enemies
One kobold enemy built in Aseprite by an AI agent, then cut and palette-swapped into 100 game-ready files with sheets, tags, hitboxes and timings.
Characters · Palette variants
Gallery
Gallery
An exhibition of earlier SpriteRelay outputs: scenes, characters, props and the sheets behind them. Select any work to view it larger. For step-by-step builds with their files, frame counts and checks, see the builds.
Newest
PlayableOne kobold enemy built in Aseprite by an AI agent, then cut and palette-swapped into 100 game-ready files with sheets, tags, hitboxes and timings.
Characters · Palette variants
PlayableA 64×64 heron swordsman in all 8 directions: idle, walk, attack, hurt and death, 304 frames in one Aseprite file with tags, timings and hitboxes.
Characters
A jungle temple drawn three times in one Aseprite file: colour, normal and data maps. A moving torch then lights every brick, coin and hidden carving.
Light & depth · Animated scenes
A small set: a top-down crossing, a lantern and its keeper, made to belong together.
Scenes and environments, several of them animated.
Props, an inventory panel, and one flask in four palettes.
Idle loops, a bouncing slime, a torch and an exploding barrel.
Key art, item icons, a HUD kit and isometric furniture from the first outputs.
The exports behind the animations: atlases, strips, a before-and-after and an onion-skin study.
The featured Outpost pieces and Four Skies are refined revisions; their .aseprite sources were reconstructed from exported images. These works show outputs, not a record of an editing session. Ready to make your own? See pricing.