No. It's the same difference between .jpg and .jpeg. Bothextensions can be used to save the full sprite information (layers +frames). The .aseprite alternative is given because Photoshopuses .ase extension for Adobe Swatches Exchange files.
From Aseprite v1.0.2 the configuration is saved in the current usersettings folder by default(i.e. %AppData%/Aseprite/aseprite.ini). Anyway, if you copy youraseprite.ini in the aseprite.exe folder, Aseprite detects that youwant to carry your configuration with you, so the program acts like aportable app.
Hello asepriters! After several months we are preparing the firstrelease candidate to finally move forward to v1.3 (and leave v1.2behind). If everything goes well (and probably with a couple of extrarelease candidates) we will finally put v1.3 in the main channel (andthe beta channel will be used to bring new features quickly).
Hi asepriters! We hope you are taking care of yourself in these hard moments we all are living! Today we are releasing Aseprite v1.2.18 with important fixes and a little new feature which you can start playing with:
Hi asepriters! Today we are releasing Aseprite v1.2-beta10 with newfeatures! You canget it from all our channels. (HumbleBundle is giving some issues to upload files, but some files should be available so far.)
e.g. If I make some changes which end up looking worse than before I'd wanna revert to an earlier version. My current system is to save the file names incrementally like 1.aseprite, 2.aseprite, 3.aseprite, etc. Is there a better way?
Aseprite uses its own binary file type to store data, which is typically saved with .ase or .aseprite extensions. Different third-party projects were developed to support parsing of .ase files in programming languages including C#,[17] Python[18] and JavaScript,[19] and in game engines such as Unity[20] and Godot.[21]
MonoGame.Aseprite is a free and open source library for the MonoGame Framework that assists in importing Aseprite (.ase .aseprite) files into your game project. No need to export a spritesheet from Aseprite and have to deal with a PNG + JSON file. With MonoGame.Aseprite, you can use the Aseprite file directly.
Like all my tools, Aseprite2Unity is meant to be simple to use: Simply save your *.ase or *.aseprite files into your Unity project. The scripts will import sprites and animation clips for you and create a prefab for you to place into your Unity scenes. That's it.
Amazing tool, streamlined my workflow amazingly. If I could make one suggestion, would it be possible to add a way for secondary textures to be imported, for things like normal maps? Perhaps by naming aseprite layers a certain way?
Just drag and drop an .aseprite file in the content browser. The plugin will generate texture atlases for all the frames in the aseprite file automatically for you. After that, for each tag found in the aseprite file, the plugin will create a PaperFlipbook animation with all the PaperSprites for each frame in that aseprite tag automatically.
If you have an aseprite file without tags inside it will treat ALL the frames in the aseprite file as a single animation. (It will only create a single PaperFlibook with all the PaperSprites (frames) of the aseprite file.
"Yes". Currently Unreal Engine doesn't support per frame duration animations in PaperFlipbooks like aseprite. In order to set the flipbook fps, the importer will look at the FIRST frame duration of each aseprite tag.
"Yes". Just drag and drop again the new aseprite file. If you are using the same tags, the importer will not create new assets. It will just modify the existing ones with the new data from the aseprite file.
To have the best experience, check the box to "Give full trust to this script". It will also prompt you when it saves the recording as a png since it doesn't support layers like a .aseprite file does. You may want to check that box as well, otherwise it will get quite annoying.
Sadly I don't see the scripts tab. Is the version I am using way past the required one? that's what It looks like. Would definitely love to have this functionality for whatever art I make using aseprite.
Was going to donate the $2 bucks, but then saw I couldn't use it. If you're still working on this, I'd still be down, if not, I completely understand too.