How to use the Sprite Flipper
- Drop one or more sprites or sheets. Multiple files are processed as a batch.
- Choose horizontal, vertical or both.
- For sheets, turn on 'flip each frame in place' so frame 1 stays frame 1.
- Pick the layout: replace, add the mirrored copy below (a new row), or to the right.
- Download the PNG, or a ZIP when you loaded several files.
What you get
- Mirrored PNG
- Sheet with an extra mirrored row for left/right animations
- ZIP of every flipped file in a batch
Tips from making games with it
- Flipping a whole sheet horizontally also reverses the frame order in each row. Use 'flip each frame in place' to keep the animation playing forward.
- Lighting gives mirrored sprites away: if your light comes from the top-left, the flipped copy is lit from the top-right. Fix highlights by hand on hero sprites.
- Many engines can flip at runtime (flip_h in Godot, flipX in Unity and Phaser). Bake the flip only when you need asymmetric details fixed or a single atlas.
- Text, logos and weapons held in one hand usually need manual fixes after mirroring.
Use cases
- Making left-facing versions of right-facing walk and attack cycles
- Mirroring a batch of item icons or tiles
- Building a 2-row sheet (right row, left row) for engines without runtime flipping
- Flipping tiles vertically for ceilings and reflections
FAQ
Will flipping change frame order in my sprite sheet?
Flipping the whole image reverses the order within each row. Turn on 'flip each frame in place' and each frame is mirrored inside its own cell, so the order stays the same.
Can I flip many sprites at once?
Yes. Drop several files together. Each one gets the same settings and you can download them all as a ZIP.
Is flipping lossless?
Yes. Pixels are only moved, never resampled, and transparency is kept.
How does the tool find the frames in a sheet?
It looks for empty rows and columns between frames, and falls back to square frames. You can correct columns, rows, frame size, margin and spacing by hand.
Do I need to flip sprites at all if my engine can do it?
Often not. Runtime flipping saves texture memory. Baked flips are useful when the mirrored version needs hand edits or the target has no flip option.