Skip to content
AI Sprite Maker

Making better sprites

Palettes and colour limits

Updated November 6, 2026
On this page
  1. Default palette sizes
  2. Setting your own limit
  3. Keeping a cast consistent
  4. Changing colours after generation
  5. Picking a palette for your game

Every sprite we generate is reduced to a limited palette. That’s what makes it look like pixel art rather than a shrunken painting, and it keeps animations from flickering.

Default palette sizes

Each style preset sets a sensible maximum:

StyleColours by default
1-bit2 (black and white, fixed)
8-bit4 per sprite, like NES hardware
Game Boy4 fixed shades of green
PICO-8the fixed 16-colour PICO-8 palette
GBA, Chibi24
16-bit, SNES, Isometric32
HD pixel48

1-bit, Game Boy and PICO-8 always use their fixed palettes, so the Max colors setting doesn’t apply to them.

Transparent pixels don’t count toward the limit.

Setting your own limit

Use Max colors in the generator (or palette in the API) to set a different number from 2 to 256. Some guidelines:

  • 4–8 colours: strong retro look, very readable at 16–32 px. Good for jam games and Game Boy-style projects.
  • 12–16 colours: the classic range for characters at 32–64 px. Enough for a light, mid and dark tone of each main colour plus an outline.
  • 24–32 colours: detailed 64–128 px characters and bosses.
  • More than 48: rarely useful for sprites. It also makes later palette swaps harder.

Fewer colours almost always reads better in motion. If an animation looks noisy, try lowering the limit before anything else.

Keeping a cast consistent

Characters drawn separately can end up with slightly different skin tones, outline colours or shading. To keep a game cohesive:

  1. Use the same style and max colours for every character in a scene.
  2. Generate one hero you like, then use it as the reference image for the others, with a prompt like “same art style, different character: …”.
  3. After generating, map every sprite onto one shared palette with the free Palette Transfer tool.

Changing colours after generation

You don’t need to regenerate to recolour. These free tools run in your browser:

  • Palette Swapper: recolour a sprite or a whole sheet with a retro palette or your own, keeping shading intact. Great for enemy variants (red slime, blue slime, gold slime) at no credit cost.
  • Color Reducer: bring an image down to N colours.
  • Palette Extractor: pull the exact palette out of a sprite to reuse elsewhere.
  • Palette Generator: build a new ramp-based palette.

For an edit that needs the AI, such as “make the armour gold and the cape green”, use Edit (2 credits). It keeps the pose and style and changes only what you describe.

Picking a palette for your game

If you’re choosing a game-wide palette from scratch, our guide Pixel art palettes for games explains hue-shifted ramps and contrast, and includes free palettes (PICO-8, DawnBringer 16, Sweetie 16, Endesga 32 and more) with exact hex codes.

Related: Writing prompts that make good sprites · Fixing jitter and flicker

Still stuck? Email hello@aispritemaker.com. A developer reads every message.