Available Color Modes
Aseprite supports five color modes, each with different characteristics and use cases:RGB Color Mode
RGB (also called RGBA) stores full color information with alpha transparency.RGB is the default color mode for new sprites and is best for modern games and applications.
Characteristics
- Storage: 4 bytes per pixel (Red, Green, Blue, Alpha)
- Colors: 16.7 million colors + 256 levels of transparency
- Bit depth: 32-bit (8 bits per channel)
- Best for: Modern pixel art, full-color artwork, web graphics
Creating RGB Sprites
Working with RGB Colors
Indexed Color Mode
Indexed mode uses a palette of up to 256 colors. Each pixel stores an index to the palette instead of the actual color.Characteristics
- Storage: 1 byte per pixel (palette index)
- Colors: Up to 256 colors from palette
- Bit depth: 8-bit indices
- Best for: Retro games, limited palettes, small file sizes
Creating Indexed Sprites
Working with Indexed Colors
Indexed Mode Benefits
Memory Efficiency
Memory Efficiency
Indexed mode uses 1/4 the memory of RGB mode, making it ideal for:
- Retro game development
- Large tile-based levels
- Games with many sprites loaded simultaneously
Easy Palette Swaps
Easy Palette Swaps
Change all colors instantly by modifying the palette:
Retro Aesthetics
Retro Aesthetics
Perfect for emulating classic systems:
- NES: 54 colors
- Game Boy: 4 colors
- SEGA Genesis: 512 colors, 64 per palette
Grayscale Color Mode
Grayscale stores luminance and alpha values without color information.Characteristics
- Storage: 2 bytes per pixel (Gray value, Alpha)
- Colors: 256 levels of gray + 256 levels of transparency
- Bit depth: 16-bit (8 bits gray, 8 bits alpha)
- Best for: Black and white art, masks, grayscale graphics
Creating Grayscale Sprites
Working with Grayscale
Bitmap Color Mode
Bitmap mode stores only black or white pixels, using 1 bit per pixel.Characteristics
- Storage: 1 byte per pixel (effectively 1 bit, but stored as byte)
- Colors: 2 colors (black and white only)
- Bit depth: 1-bit
- Best for: 1-bit art, dithering effects, extreme minimalism
Creating Bitmap Sprites
Working with Bitmap
Tilemap Color Mode
Tilemap mode stores tile indices instead of direct pixel colors. See tilemap documentation for details.Characteristics
- Storage: 4 bytes per pixel (tile index + flags)
- Purpose: Reference tiles from a tileset
- Best for: Tile-based games, efficient level design
Choosing the Right Color Mode
Use RGB when...
- Creating modern pixel art
- Need full color range
- Need smooth gradients
- Targeting web or modern platforms
- Using alpha transparency extensively
Use Indexed when...
- Making retro-style games
- Need palette swaps
- Working with color limitations
- Optimizing file size
- Emulating classic systems
Use Grayscale when...
- Creating black and white art
- Making alpha masks
- Need smaller files than RGB
- Working with monochrome displays
Use Bitmap when...
- Creating 1-bit art
- Maximum file size optimization
- Emulating ancient systems
- Creating dithered effects
Converting Between Color Modes
You can convert sprites between color modes:Color Mode Properties
Memory Usage Comparison
For a 64×64 pixel sprite:| Color Mode | Bytes/Pixel | Total Memory | Relative Size |
|---|---|---|---|
| RGB | 4 | 16,384 bytes | 100% |
| Grayscale | 2 | 8,192 bytes | 50% |
| Indexed | 1 | 4,096 bytes | 25% |
| Bitmap | 1 | 4,096 bytes | 25% |
| Tilemap | 4 | 16,384 bytes | 100% |
Alpha Support
Best Practices
Choose at Project Start
Choose at Project Start
Select your color mode before you begin drawing. Converting later can result in quality loss.
Match Your Target Platform
Match Your Target Platform
Research your target platform’s capabilities:
- Modern web: RGB
- Retro consoles: Indexed (check system palette limits)
- Game Boy: Grayscale or 4-color Indexed
- PC games: Usually RGB
Test Early
Test Early
If targeting Indexed mode, work with your final palette from the start to see how colors interact.
Consider File Size
Consider File Size
For games loading many sprites:
- Indexed: Best compression
- Grayscale: Good compression
- RGB: Larger files
- Bitmap: Smallest files
Related Concepts
Palettes
Deep dive into palette management
Sprites
Learn about sprite creation

