Aseprite lets you create 2D animations for videogames. From sprites, to pixel-art, retro style graphics, and whatever you like about the 8-bit and 16-bit era.
Basic Elements of a Sprite
A frame is a single still image in a sprite. Adding and altering frames creates a sequence of images called an animation. The details of how Aseprite cycles through frames are described in greater detail in the animation section. Frames are represented horizontally in the timeline, from left to right.
Each frame's image is produced from a stack of one or more layers, represented in order from bottom to top on the timeline. Layers at the top of the timeline are drawn first, and every subsequent layer is added over top of it. Layers assist you by divide a single complex image into separate graphic component parts.
Each frame-layer intersection is called a cel. The contents of any specific cel may be moved, edited, and deleted without effecting the contents of other cels, which make them ideal for isolating and editing specific elements of a graphic while preserving parts that do not change.
Color
The color profile indicates in which color space are meant to live RGB values of the image. It is used to match RGB values in one device (e.g. your monitor, where you create your image) with another device (e.g. the user that will watch your image in her/his monitor). Images on the Internet generally use the sRGB color space.
Background from Layer
If there is no background layer, you can convert any transparent layer to the background using the Layers > Background from Layer menu. All transparent pixels will be filled with the active background color.
Thursday, March 12, 2020
Aseprite
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