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aseprite-script-examples's Introduction

Aseprite

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Introduction

Aseprite is a program to create animated sprites. Its main features are:

Issues

There is a list of Known Issues (things to be fixed or that aren't yet implemented).

If you found a bug or have a new idea/feature for the program, you can report them.

Support

You can ask for help in:

Authors

Aseprite is being developed by Igara Studio:

Credits

The default Aseprite theme was introduced in v0.8, created by:

A modified dark version of this theme introduced in v1.3-beta1 was created by:

Aseprite includes color palettes created by:

It tries to replicate some pixel-art algorithms:

Thanks to third-party open source projects, to contributors, and all the people who have contributed ideas, patches, bugs report, feature requests, donations, and help us to develop Aseprite.

License

This program is distributed under three different licenses:

  1. Source code and official releases/binaries are distributed under our End-User License Agreement for Aseprite (EULA). Please check that there are modules/libraries in the source code that are distributed under the MIT license (e.g. laf, clip, undo, observable, ui, etc.).
  2. You can request a special educational license in case you are a teacher in an educational institution and want to use Aseprite in your classroom (in-situ).
  3. Steam releases are distributed under the terms of the Steam Subscriber Agreement.

You can get more information about Aseprite license in the FAQ.

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aseprite-script-examples's Issues

"Pack Similar Tiles.lua" script ends up with a hole in the tilemap

Using this image with tile size as 16x16 and sprite sheet width of 256

level1-2

The resulting tilemap has a black pixel in it, which is 0 in the png data at (50,29)

terrain tilemap

Here is a scaled copy of the tilemap at 4x to help show the black pixel

terrain tilemap scaled

Third row up from bottom, about a third of the way across.

I am digging into this now and see if I can figure it out. But I figured I'd post here too in case this is known or anyone has any ideas.

If I figure it out, I'll submit a PR.

Oh and here is the tileset, in case that is helpful

terrain tileset

Example of how to use "app.command.MoveMask"?

I'm trying to create a "parallax" script that would take a layer, create X frames for this layer, and move the content in the cell in a direction by a small number of pixels per frame. I'm able to create the X frames correctly, but I can't get the content to move. Here's my code so far:

local spr = app.activeSprite

if not spr then
  app.alert("There is no sprite to export")
  return
end

local num_frames = 4
local vertical_drift = 2
local horizontal_drift = 0

for frame_i = 1, num_frames - 1 do
  spr.selection:select(Rectangle(0, 0, spr.width, spr.height))

  app.command.CopyMerged()
  app.command.NewFrame()
  app.command.Paste()

  spr.selection:deselect()

  local s = Selection(Rectangle(0, 0, spr.width, spr.height))

  app.command.MoveMask(
    s,
    "up",
    "pixel",
    vertical_drift
  )

  s:deselect()
end

The current behaviour: the content does not move at all, in any direction for any amount.

I have tried doing app.activeCel.position = ..., and also spr.selection.bounds = ... but those didn't work either. Can someone give me guidance? 😄

Colors incorrect?

With the export by tag script it seems like sometimes the colors are messed up.
Will upload an example of the export by aeseprite in a single file VS the export by tag of the exact same file.
google drive link

If you compare the top animation of the sprite sheet to the Ind-Idle.png you can see the color of the shirt changes.

There are other issues as well I've noticed in sprite ordering sometimes as well.

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