GAME DESIGN LAB

Sprite Hitbox and Hurtbox Editor

Draw per-frame boxes. Preview animations. Export timed collision metadata.

WORKED EXAMPLE

Simulation board

Ready
Preparing example…Local processing · Keep source files
Input, export & project notes

Projects save editable content, controls and source fingerprints. Original binary files remain on your device; reselect them after reopening to regenerate media-dependent results. Downloads may include a bounded proof rather than the full original. Review the method and export labels before delivery.

Evidence

Using Sprite Hitbox and Hurtbox Editor

Draw per-frame boxes. Preview animations. Export timed collision metadata.

  1. Start with Try example to see the sprite hitbox and hurtbox editor workflow. Edit the example rules, records or test scenarios in the Content panel. Structured fields support nested JSON for game-specific data. Grid and sprite authoring pages add direct canvas interactions.
  2. Use the nearby controls and editable records, then choose the main update button. Undo/redo restores content and settings; keep source media to regenerate file-dependent projects.
  3. Review the preview, Evidence and Review tabs. Frame-index metadata editor. Coordinates use the declared frame canvas; no collision or animation engine integration. Artwork can be added separately.
  4. Choose Export for the actual task files, report JSON/CSV or the complete ZIP. Save project retains editable content and control settings. Original binary media is not embedded; source fingerprints help identify the files needed when reopening.

Example

The tailored example produces 2 evidence records. Frame-index metadata editor. Coordinates use the declared frame canvas; no collision or animation engine integration. Artwork can be added separately.

Questions & answers

What does Sprite Hitbox and Hurtbox Editor do?

Draw per-frame boxes. Preview animations. Export timed collision metadata. Frame-index metadata editor. Coordinates use the declared frame canvas; no collision or animation engine integration. Artwork can be added separately.

What can I open?

Edit the example rules, records or test scenarios in the Content panel. Structured fields support nested JSON for game-specific data. Grid and sprite authoring pages add direct canvas interactions.

What can I download?

The Export tab lists actual artifacts generated by the current input. A complete ZIP includes task files, evidence, editable content and method notes. Audio processing produces PCM WAV where applicable; music utilities add MIDI or practice WAV; frame workflows include PNG frames and an optional silent, sampled WebM proof. Graphic outputs may include SVG/HTML, and geometry workflows disclose supported OBJ/STL/PLY outputs.

What should I check before using the result?

Frame-index metadata editor. Coordinates use the declared frame canvas; no collision or animation engine integration. Artwork can be added separately. Inspect the export in its intended player, engine, editor, printer or delivery workflow. Findings are scoped checks, not certification. Processing stays in the browser; the public site retains approved advertising and optional consent-based analytics.

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