PIXEL ART LINTER FOR CI & SPRITE SHEETS

pixel art lint is for teams tired of catching palette drift, wrong frame sizes, and sloppy exports in review, or worse, in the build. Install the CLI, run it locally, then reuse the same checks in CI so art regressions behave like test failures.

Designed around real folders and pipelines: Godot textures, Aseprite exports, atlas layouts, not abstract “quality” scores. Notes on sprite hygiene Release roadmap.

WHY TEAMS ADD A PIXEL LINTER

Manual review and throwaway scripts rot the moment someone ships a new export preset. Shared rules write down what “good” means, rerun on every PR, and stop palette mistakes before players ever see them.

SAME FAILURES, FEWER SURPRISES

Palette slips, wrong frame sizes, and messy sheets are the usual suspects when art breaks the build. Automation turns those into concrete failures with line noise, not vague “looks off” review rounds.

BUILT HOW ASSETS ACTUALLY SHIP

Checks are aimed at real pipelines: textures and atlases in engines like Godot, exports from Aseprite, and sprite folders that have to stay consistent when someone branches or rebases.

LOCAL FIRST, CI SECOND

Run it like any other linter before you push. Wire the same config into CI so artists, coders, and reviewers all see one verdict, with no “works on my machine” for pixels.

WHAT WE'RE AUTOMATING NEXT

These are the rule families on our public roadmap, not vaporware bullet points. Delivery order follows phased specs (palette and color integrity first, then tiles and sheets, then animation depth). Everything aims at failures teams already hit in production.

PALETTE YOU CAN ENFORCE

Lock colors to a declared palette, cap how many colors belong on a sheet, and keep character packs on the same swatch, so drift shows up as a diff, not a crisis in QA.

FRAMES THAT MATCH THE GRID

Validate dimensions, powers of two where you care, padding between frames, and accidental scaling, for fewer shader mismatches and “one pixel off” tile bugs.

SHEETS THAT IMPORT CLEANLY

Grid alignment, mirror policies across left and right sets, and optional tile text sanity, so atlases stay predictable when the engine imports them.

READABILITY & COLOR REGRESSION

Contrast against backgrounds, lighting consistency against a profile, and optional golden PNG diffs, so visibility problems surface in CI instead of player reports.

ANIMATION NAMES THAT SCALE

Regex conventions per asset type, semver style manifests when frames change, and CI compares against main, so huge libraries don’t turn into naming spaghetti.

EXPORT QUALITY GUARDRAILS

Edge and alpha checks, premultiplied vs straight mismatches, and export resolution vs declared pixel size, for fewer “looked fine in the editor” surprises at runtime.

COMMON QUESTIONS

What is pixel art lint?
A commercial linter that puts the CLI first, for folders and exports of pixel art. You run the same checks locally and in CI so palette and sprite problems fail fast before they pile up in QA.
Does it work with Godot or Aseprite workflows?
The rule set targets regressions teams hit in real pipelines: palette drift, wrong dimensions, brittle exports, messy atlases. Godot textures and Aseprite exports are first class scenarios in our roadmap. Shipping timelines and docs will be published here as releases firm up.
Will there be a free tier?
Yes. We plan both free and paid tiers so solo devs can start small and studios can scale. Limits, packaging, and price points are still being decided; use the download page and email list for announcements.
How do I contact you?
Email pixelartlint@proton.me for partnerships, licensing, abuse reports, or team rollouts.

GET UPDATES

Installers and tier details are still in motion. Join the list on the download page, run pilots when available, and tighten rules as your pipeline matures. Questions about team licensing? Email pixelartlint@proton.me.