PixMold UI Crafter for Aseprite

Getting Started

Getting Started

Create your first managed PixMold project and build a reusable UI element.

PixMold keeps project actions, structure, layer settings, and preview workflows in separate focused windows.

What PixMold is for

PixMold helps you create and manage reusable pixel-art UI components directly inside Aseprite.

It is not meant to replace hand drawing. Instead, it gives you a structured workflow for building UI pieces from editable parts: buttons, panels, slots, title plates, frames, controls, and state-based widgets.

The main value is that your UI does not have to become a pile of disconnected sprites. You can keep elements, states, layers, effects, previews, templates, color variations, and export settings together inside a managed project, then come back later to adjust them.

The basic model

PixMold is organized around five main ideas:

Project

The saved workspace that keeps your UI elements, resources, previews, and settings together.

Element

A reusable UI component, such as Button, Panel, Slot, or Toggle.

State

A visual variant of an element, such as Normal, Hover, Pressed, Disabled, or Selected.

Layer

One construction layer inside a state. It can define a shape, source image, color, mask, or effect pass.

Effect

A rendering operation applied to a layer, such as border, bevel, gradient, shadow, noise, texture, smoothing, or decoration.

A simple button might have one element, three states, and a few layers per state. A more advanced panel might use masks, borders, bevels, noise, source shapes, and preview templates.

Start with a project

When you first open PixMold, go to the Project tab of the Workspace.

This is where you create (by using save a first time), save, load, close, and manage PixMold projects. The Directory field is normally filled automatically, so you usually do not need to change it for a first project.

PixMold Workspace Project tab
The Project tab shows the current directory, project status, save/load actions, resources, and window layout tools.

Project actions

ActionWhat it does
SaveThe first save asks for a project name and creates a project directory if no project is open. After that, it saves the current changes to the active project.
CloseUnloads the active project directory but keep its content. After closing, saving again can be used to save the current work under another project name.
NewClears the current PixMold data and starts from an empty workspace. Save first if you want to keep your current work.
LoadOpens a file chooser. Select the project folder, then choose its project.json file.
ImportBrings data from another project into the current one. This is useful later for reusing styles, templates, presets, or resources.
Load TemplateOpens the starter-pack chooser. Starter packs are editable examples that you can inspect and reshape.
Manage ResourcesOpens the resource manager for loaded templates, presets, previews, layouts, color variations, and project assets.
Table ThemeChanges the plugin table display style. This affects the PixMold interface only, not your assets.

For a first project, you mostly need Save, Load Template if you want to start from an example, and Load if you already have a project.

Main windows

PixMold uses several windows because UI creation often involves structure, parameters, preview, and resources at the same time.

You do not need to understand every window immediately. For the first workflow, remember this:

  • Structure selects what you are editing.
  • Layer Settings changes the selected layer.
  • Effects adds or manages rendering effects.
  • Workspace previews, renders, and manages the project.

Workspace

The main preview and project window.

Use it to preview elements and states, test composed preview layouts, render sprite-sheet style outputs, and manage project settings.

PixMold Structure window
Project focus. Use this window to preview, render, and manage project.

Structure

The hierarchy editor.

Use it to create and organize folders, elements, states, and layers. This is where you duplicate elements, add states, reorder layers, toggle visibility, and select what you want to edit.

PixMold Structure window
Structure focus. Use this window to navigate folders, elements, states, and layers.

Layer Settings

The parameter editor for the selected layer.

Use it to change size, offsets, shape type, source settings, opacity, blend mode, and active effect parameters.

PixMold Layer Settings window
Layer Settings focus. This is where the selected layer geometry, source, and effects are edited.

Effects

The effect browser and active-effect list.

Use it to add effects to the selected layer, enable or disable them, and switch between effect categories.

Preview Colors

A helper window for checking and editing colors used in the current preview.

It can show where a color appears and lets you jump back to the related element or layer.

Manage Resources

The resource manager.

Use it to review loaded styles, element templates, noise presets, preview templates, window layouts, color variations, and project assets.

Create your first element

The fastest way to understand PixMold is to create a simple button.

Creating a first PixMold button
  1. Open PixMold in Aseprite.
  2. Go to the Project tab.
  3. Click Save and create a new managed project.
  4. Add a border, bevel, and perspective effect to the default element.
  5. Tweak the effect parameters until the button has a first usable look.

At this point, if you save the project, the button will stay editable. You can return to the project later and change its size, colors, bevel, border, effects, or layer setup.

Add state and tweak “hover”

Most UI components need more than one visual state.

For a button, a common first set is: Normal, Hover, Pressed, Disabled.

Creating a first PixMold button
  1. In Structure, double-click the default element and rename it Button.
  2. Click Copy State to duplicate the default state.
  3. Rename the original state to Normal.
  4. Rename the duplicated state to Hover.
  5. Repeat the same sequence to create a Pressed state.
  6. Select the Hover state and create a new layer.
  7. Enable Effect Layer for this new layer.
  8. Activate the Luminosity effect and tweak it to create a brighter hover state.

Tweak “pressed”

Setup states
  1. Select the Pressed state and repeat the same idea with a darker tone.
  2. Now create a stronger pressed effect by changing the button depth.
  3. Deactivate Perspective on the pressed state.
  4. In the Bevel settings, select the bottom-right light direction.
  5. Because Perspective changes the element height, create a new layer to keep all states aligned.
  6. Enable Fixed Bounds on this new layer.
  7. Set the height of the fixed-bounds layer to 51 so every state keeps the same frame size.
  8. Select Layer 1 and adjust its Y offset so the pressed sprite stays aligned to the bottom.

Preview and Render

Preview and render
  1. To preview the result, go to the Element tab in the Workspace.
  2. Select States, then enable Single State.
  3. Click between Normal, Hover, and Pressed to check how the button behaves.
  4. When the states look correct, go to the Render tab.
  5. Use Draw to New Sprite to render the states into a new sprite sheet.
  6. Save the project again if you want to modify the button later.

You do not need to rebuild each state from scratch. Start from an existing state, duplicate it, then change only what makes the new state different.

Where to go next

After this page, the most useful sections are:

  • Project management for saving, loading, importing, and managing resources.
  • Elements, states, and layers for the full editing model.
  • Layer settings for geometry, sources, masks, and layer behavior.
  • Effects for borders, bevels, gradients, shadows, noise, textures, and decoration.
  • Preview templates for testing generated UI in context.
  • Render and export for sprite-sheet style output.