A downloadable tool for Windows

Buy Now$8.99 USD or more

EASY BATCH CUSTOMIZER PRO

Recolour an entire sprite folder in one click. Palettes, variants, patterns, pixel-art and sheets — across the whole batch, live.

Palette Radar Variant Generator 31 Patterns Godot / Unity atlases Headless CLI

500+sprites per batch
34palettes built in
31tiling patterns
13pipeline stages
0manual recolours

Easy Batch Customizer Pro does the tedious half of sprite work. Drop in a folder of PNGs — 20 or 500 — pick a colour, and the whole set is recoloured, palette-matched, outlined and exported while you watch. Everything updates live across the entire batch, not one file at a time.

It's built for the moment your art is finished and you still need six team colours, a PICO-8 version, a 2× sheet for the store page, and an atlas your engine can read.

How it works

1Drop a folder onto the window
2Click a colour on any sprite
3Export the whole batch

See it working

See it in 15 seconds
See it in 15 seconds The whole loop — load, recolour, snap, variants, export.
One sprite, every colourway
One sprite, every colourway Define your colours once. The shading ladder survives, so variants read as hand-drawn.
The Variant Generator
The Variant Generator Six team colours in one click — 6 variants × 28 sprites = 168 files from one export.
Snap to any palette
Snap to any palette PICO-8, GameBoy, NES, Sweetie 16, Endesga — 34 built in, plus Lospec import.
Palette Radar
Palette Radar Every colour in the batch, ranked by coverage. Click to select, right-click to lock.
31 tiling patterns
31 tiling patterns Stripes, scales, camo, hex, marble — any two colours, with a “keep shading” slider.
Pattern library
Pattern library Live preview against your own sprite before you commit.
A whole batch, one pass
A whole batch, one pass Before and after: one re-tint plus a PICO-8 snap across every sprite at once.
Live across the batch
Live across the batch Originals above, results below, updating as you drag — with real zoom for pixel art.
Before / after wipe
Before / after wipe Right-click any sprite: wipe slider, pixel grid, per-pixel colour readout.
Export the way your engine wants
Export the way your engine wants Sheets with Godot, Unity, Phaser or CSS atlases. Multi-scale in one run.

What it does

Palette Radar. Scans every loaded sprite and lists every colour in the batch, ranked by how much of the art it actually covers. Near-identical shades from anti-aliasing are folded into groups so the list stays readable. Click a swatch to select, ctrl-click to multi-select, right-click to lock it. Locked colours survive global effects and palette snapping — your outlines stay pure black while everything else shifts.

Recolouring, four ways.

  • Colour mapping — source to replacement, with tolerance and an Auto button that picks a sensible one for your art.
  • Re-tint — shift an entire sprite toward a target colour while preserving its shading ladder. This is the one that works on anti-aliased art, where a sprite can hold a different colour in nearly every pixel.
  • Gradients — replace a colour with a multi-stop gradient in 7 directions, including radial and conic.
  • Patterns — fill a colour with any of 31 built-in tiling textures.

Optional perceptual matching (OKLab) catches shading ramps that plain RGB tolerance walks straight past, and 14 blend modes apply per mapping.

Palettes.

  • 34 built in — PICO-8, GameBoy, NES, CGA, ZX Spectrum, Sweetie 16, Endesga 32, Resurrect 64, 1-bit and more, from 2 to 56 colours.
  • Import .gpl, .hex, .pal, .txt, .json, .css — or extract a palette straight out of any image.
  • Lospec — paste a palette URL and it downloads.
  • Auto-map — one click maps your batch onto the palette as editable rows.
  • Build from your sprites — median-cut reduction in OKLab for a representative palette.
  • Generate hue-shifted shading ramps and 8 harmony rules from a single colour.

Effects. Outline (outside, inside or centred; round or square; colour lockable) · drop shadow with offset, blur, spread and opacity · outer and inner glow · background removal with feather and de-spill · alpha cleanup for sprites that arrive fuzzy · hue, saturation, brightness, contrast, gamma, vibrance, warmth, posterise, grayscale, sepia, tint and invert · gradient map with shading preservation.

Pixel-art conversion. Downscale to a real pixel-art resolution with average, dominant-colour or nearest sampling, hard alpha (no muddy semi-transparent edges), adjustable alpha cut and optional colour merging. 13 dithering algorithms — ordered Bayer, blue noise, Floyd-Steinberg, Atkinson, Burkes, Sierra, Stucki, Jarvis — and dithering can target your active palette rather than a flat level quantisation.

Output. Trim, pad, power-of-two, fixed canvas, scale, flip, rotate · multi-scale export (1×, 2× and 4× in one run) · sprite sheets with uniform or tight packing · atlas metadata for Godot, Unity, Phaser/Pixi, JSON, CSS or plain text · animated GIF and WEBP · ZIP archives · per-variant folders · one-click export presets · batch renaming.

Recipes and automation

Your entire pipeline — every mapping, effect, palette and variant — saves to a single .ebcp recipe file. Re-apply it to any folder later, or run it headless from a build script:

EasyBatchCustomizerPro.exe --recipe knight.ebcp --in sprites/ --out build/ --variants --scales 1,2 --sheet 8 --atlas godot

Built to actually work in

  • Live preview across the whole batch — originals above, results below, updating as you drag a slider.
  • Small pixel art is scaled up by whole numbers with nearest-neighbour, so 16px sprites are actually visible. Fit, or fixed 1× to 16× zoom.
  • A 13-stage pipeline that caches every stage — nudging a late slider only recomputes what comes after it.
  • Right-click any sprite for a before/after wipe with a pixel grid and per-pixel colour readout.
  • Sprite sheet splitter — fixed grid, rows and columns, or automatic island detection.
  • Batch report — sizes, colour counts and soft-edge warnings before they reach your engine.
  • Undo and redo across the entire pipeline, plus autosave and crash recovery.
  • 29 rebindable shortcuts, 8 accent colours, compact density and adjustable UI scale.

Who it's for

Anyone shipping sprite sets rather than single sprites: indie devs who need team colours or rarity tiers, asset-pack authors producing palette variations, jam teams conforming borrowed art to one palette, and anyone turning high-resolution or generated art into consistent, game-ready pixel sprites.

Not a drawing program. It won't replace Aseprite — it does the batch work Aseprite isn't built for, on art you've already drawn.

Specifications

PlatformWindows, standalone .exe — no install, no Python needed
ReadsPNG, WEBP, BMP, GIF, JPG, TGA — including animated GIF/WEBP frames
WritesPNG, ZIP, sprite sheets, GIF, WEBP, atlas JSON/CSV/TRES/CSS, palettes
Batch sizeHundreds of sprites; tested on 500+ in one session
AutomationHeadless CLI with saved recipes, for build pipelines
LicenceSingle user · commercial use of output allowed · no redistribution
What's new in v4

v4 is a full rebuild, not a patch. Existing owners get it free.

New

  • Palette Radar with shade grouping and colour locks
  • Variant Generator — every colourway in one export
  • Whole-sprite re-tint that keeps the shading ladder (works on anti-aliased art)
  • 31 built-in tiling patterns with a live browser
  • Shading-ramp and colour-harmony generators
  • Drop shadow, inner and outer glow, background removal, alpha cleanup
  • Trim, pad, power-of-two and multi-scale export
  • Sheet packing with Godot / Unity / Phaser / CSS / JSON atlases
  • Recipes — save a pipeline, re-apply it, or run it headless
  • Batch report with soft-edge warnings
  • 29 rebindable shortcuts, accent colours, density and UI scale settings

Faster

  • Perceptual OKLab colour matching throughout
  • Unique-colour lookup pipeline — large sheets remap many times faster
  • Vectorised pixel-art conversion, rewritten sheet splitter, C-speed Floyd-Steinberg
  • Stage caching, so moving a slider only re-runs what comes after it
  • Proxy previews — the live view no longer processes full-resolution art

Fixed

  • Small pixel art displayed at native size, which made it unreadable in the grid
  • Preview columns now re-flow to the window instead of a fixed count
  • UI no longer scales itself off-screen on high-DPI displays
Questions

Will it work on my art? If it's a PNG, yes. It handles flat pixel art and anti-aliased or high-resolution art — the re-tint path exists specifically for the latter.

Does it edit sprites? No. It's a batch processor, not a drawing program. Draw in Aseprite, batch here.

Can I use the output commercially? Yes, with no royalties or attribution.

Does it need Python or an internet connection? No to both. It's a standalone .exe and works offline — the only feature that touches the network is the optional Lospec palette import.

Will it overwrite my originals? Never. Everything is written to an export folder you choose.

Mac or Linux? Not currently — Windows only.

Where it's going

Everything above is in the version you'd buy today. The list below is the development direction, not a set of dated promises — plans change, and some of these may land differently or not at all. Buy it for what it does now; updates are free either way.

Next up Animation awareness Sprite sets are animations, and the tool should know it. Auto-group frames by filename into clips, play them back in the grid — before and after — recolour a whole walk cycle and watch it loop, onion-skin in the compare view, and export one sheet per animation with frame timing in the atlas. Plus a frame-consistency check that flags when one frame drifts off the set's palette.
Next up Normal, emissive and height maps Godot 4 and Unity URP both light 2D sprites, and the maps are tedious to make by hand. Generate normal maps from the sprite's own shading, emissive masks from its bright colours, and height/AO — for the whole batch, exported alongside each file the way engines expect.
Next up Auto-shading Pick a light direction and add a rim light, bevel or inner shadow that follows the sprite's own silhouette — turning flat colour into something with form, with the hue shifting as it darkens rather than just going grey.
Planned Aseprite (.ase / .aseprite) import Read layers, frames and animation tags straight from the file you already work in — no exporting to PNG first, and your tag names become the animation clips automatically.
Planned Tileset tools Autotile / bitmask sets generated from a single base tile, variation generators that break up visible repetition, and a seamless-edge checker.

Also on the list

Contact sheets — catalogue and preview sheets for your packs, in one click
Colour-blindness check — flag palette colours that collapse together for protanopia, deuteranopia and tritanopia
Per-pattern rules — one recipe for *_icon*, another for *_char*, in a single run
Duplicate finder — spot identical and near-identical sprites across a pack
Pivot editor — set an origin per sprite and write it into the atlas
Watch folder — drop a file in, it's processed automatically against a recipe
Palette cycling — animate colours through a ramp and export as GIF or sheet
Reorderable pipeline — drag the processing stages into the order you want
Exploring A scripting hook The pipeline is already a series of discrete stages — opening that up so you can write your own would turn it into something you can extend rather than just use. Interested? Say so, it moves up the list.

Got a feature you need? The roadmap follows what buyers actually ask for — leave a comment on this page or in the itch community tab.

Stop recolouring sprites one at a time. One folder in. Every colourway out.
Published 9 days ago
StatusReleased
CategoryTool
PlatformsWindows
AuthorRehanDev
Tags16-bit, 16x16, 2D, 32x32, Aseprite, batch, Colorful, Indie, palette, Pixel Art
Average sessionA few seconds
InputsKeyboard, Mouse
AI DisclosureAI Assisted, Code

Purchase

Buy Now$8.99 USD or more

In order to download this tool you must purchase it at or above the minimum price of $8.99 USD. You will get access to the following files:

Easy Batch Customizer Pro v4.5 — Windows.zip 45 MB

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