It did not take a lot to figure out how layers and the different features in the application work. I was able to get in and create a straightforward asset pretty quickly. Instead, the color palette and menus are streamlined to get you in to build your assets. One of the best things about the program is how it is not trying to be the next Photoshop. Add various weapons to your characters or swap out sections of your sprite sheet and import into your favorite engine and quickly have upgrade assets with little to no extra effort. Make it even more complicated by adding additional layers to your sprite sheets and animations, giving you a chance to create dynamic scenes. The animation workflow is straightforward and easy to set your keyframes and have a quick scene sketched out in just a few minutes. Aseprite will generate the sprite sheet for you, and you can customize how to output the sprite sheet, including a metadata file if you want to consume in your game or give it to your developer, so they know how to import the asset into the game. Or find some tool to combine exported frames to build them. No longer do you have to handcraft your sprite sheets. With built-in support for transparency, pixel-perfect placement, and pressure-sensitive for your tablet workflow, it has been a game-changer in developing my pixel-based assets. Many of the controls and menus are all intuitive. I hope it can improve your workflow if you are still in the dark ages of pixel design.Īseprite is an approachable editor that does not require hours of tutorials just to get started. Today we check out Aseprite and how that has changed my workflow. It was painful, tedious, and at times extremely frustrating. When I started making games, I was using Microsoft Paint and trying to build my sprite sheets.
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