The inspiration for SpriteFix came while building my own game, ThumbSmash(v1.0.0 failed so I am building v2.0.0).
As a solo developer, I spent countless hours dealing with messy sprite sheets, inconsistent frame sizes, alignment issues, broken combat animations, and assets that looked fine until they were actually played back in-game.
I kept asking myself:
"Why am I spending more time fixing sprites than building my game?"
I looked for a simple solution focused on this problem and couldn't find one that worked the way I wanted.
So I built SpriteFix.
The goal was straightforward:
Upload a messy sprite sheet â get a clean, aligned, engine-ready asset back in seconds.
What started as an internal tool for ThumbSmash slowly evolved into a standalone product.
For v1.1.0, I've focused heavily on reliability, frame detection, normalization, exports, previews, and supporting workflows for Unity, Godot, Unreal Engine, GameMaker, RPG projects, and more.
Many of the improvements in this release came directly from feedback from early users, so a huge thank you to everyone who tested the tool, reported issues, and challenged me to make it better.
I'd love to hear:
⢠What sprite workflow problems slow you down the most?
⢠What engine are you building with?
⢠What would make SpriteFix more useful for your pipeline?
Thanks for checking out SpriteFix and being part of the journey.
A free trial is available for anyone who wants to use SpriteFix : https://spritefix.kaushikdev.com
SpriteFix Features Demo : https://youtu.be/Dpmg4760H_k?si=sQATcBnX1qAqCcLL
Hey, is there a feature, you'd like to see or improve an existing one? Your feedbacks are important to us.