Blitter

Exporting

Once your setup looks right in the preview, exporting turns it into an actual file you can use elsewhere. This page covers the choices in the export sheet and, more importantly, which format to reach for depending on what you're making.

First: what are you exporting?

The export sheet asks you to pick one of three subjects before anything else:

Shared options

Opaque background Transparent background
Opaque background Transparent background, shown here on a checkerboard — the standard "this part is see-through" convention

(The checkerboard above is just how design tools indicate "transparent" — your actual export has no checker pattern, that area is simply empty.)

Which format should I actually use?

Format Best for Keep in mind
GIF The universal default — sharing a preview, pasting into a doc or chat, posting anywhere. Works absolutely everywhere. Frame delays can't go below about 20ms, so very fast/short animations play a little slower than set. Transparency is all-or-nothing per pixel (no soft/partial edges).
PNG sequence Feeding another tool — a video editor, a compositor, a custom renderer, or anywhere you want to control playback yourself. Just raw frames, forward order only — no loop/ping-pong/hold timing is baked in, since a folder of PNGs has no concept of timing at all.
APNG When you need real, smooth transparency (soft gradient edges, partial opacity) and file size isn't the priority — e.g. a hero animation embedded on your own website. Noticeably larger than GIF for the same content — often 3–4× the size for simple flat-color blocks, since it doesn't compress as aggressively.
Video Anywhere a movie file is expected instead of an image — social posts, presentations, embedding with an HTML <video> tag (loads faster and smaller than an equivalent GIF). Pick MP4 for the web and chat apps, or MOV for QuickTime and editors. H.264 is the compatible default; HEVC makes a smaller file. H.264 always includes the background. HEVC is the codec that can keep a transparent background (HEVC-with-alpha) — that file is always MOV, because an MP4 can't carry it. It plays in QuickTime, Safari, and Final Cut; Chrome and Windows may ignore the alpha or refuse the file. Every frame is stored independently rather than as differences between frames, which keeps pixel edges crisp and the loop point clean. Video has no loop flag — enable looping in the player.
Sprite Game engines, CSS, or a webpage that should play the sheet itself. Block Assets offer Compatible (whole cycle in the frames, CSS steps()) or Compact (fewer frames, timing in sprite.json). Grid Assets write a Compact block atlas of coverage masks plus per-cell time-shift in the manifest; embed.html blits those onto a canvas so delays and gradients match the preview. Turn on Flatten grid if you need one rectangle of pre-composited frames instead. Flattened Compatible sheets can be large. The optional snippet writes embed.html next to sprite.png.
ASCII text Fun, lightweight, code-friendly uses — pasting a tiny animated pattern into a comment, a terminal, or a custom text-based renderer. Block only. Not a visual export in the usual sense — it's characters (e.g. X for an "on" pixel), so it's only as useful as whatever's going to read that text.

Rule of thumb: if you're not sure, export a GIF first — it's readable everywhere, including right here in this documentation. Reach for APNG or Video once you know exactly where the file is going and what that platform needs.

💡 For developers: every sprite export includes a sprite.json manifest with frame positions, playback mode, and delays, plus the full .blit recipe embedded under source — so a sheet can be regenerated later from the same file, without needing the original app session. A grid sprite (unless flattened) also carries grid.offsets and grid.mask so a player can instance the block atlas with time-shift, without reimplementing Blitter's field math. Turn on HTML/CSS snippet to also get embed.html, a drop-in page that plays sprite.png. The ASCII export is a similarly plain-text way to get block data into code without any image-decoding step at all.

A note on warnings, not blocks

The export sheet will flag things like GIF's frame-delay floor, a sprite sheet crossing a very large pixel size, or a very large grid export — but it won't stop you from proceeding. These are heads-up notices about how the result might look or behave, not hard errors.