I KNOW I USE .aseprite, the thing is that .ase asksto be open in aseprte since i downloaded it first the .ase asks to be open in asaeprite, and if i had downloaded photoshop first it would probaly ask to be opne ther, so if anyone uses .ase it can cause huge trouble!!! IT IS a compatibility problem, especially since everyone photosohp is a standard for everything, it can possibily be a huge pain in the ass
the problem is, i cant use both file types at the same time, either opens on photosohp or in aseprite and if one is created on photosohp i cant use it on aseprite because is a totally different thing, its a compatibility issue with one of the most widely used softwares!
i think i got the solution. i got the same problem recently after i reinstalled aseprite, i solved it by changing the configuration at preference>tablet> putting it in wintab 8/10 and disabling the two option that are avalible (srry for the english as it is not my native lenguage).
Hi @khado, are you on Windows? can you send me your file to sup...@aseprite.org? I can check the content and see if I can recover it. It sounds like this issue File full of null bytes / zero bytes / zero filled but I hope we can recover the file.
I tried to load my .aseprite file from yesterday and i get prompted with an error message, although this was working perfectly last night. Any ideas? this has happened to me twice now and now i have lost my hours of work.
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.)
@dacap would you guys consider making a raspberry pi version(armv8 I believe) of aseprite available for purchase? I would love that if you could. The current only way I can find to use aseprite on a raspberry pi is through the default repo, which is a very outdated version(1.1.6-dev I think), and missing a lot of features that I need. I have tried to compile it from source, but it throws a lot of errors last I tried.
Thanks a lot!
I have successfully compiled and tested aseprite 1.2.X and 1.3.X-beta with skia laf backend that is working well on the Raspberry Pi 2, 3, 4 and 400 model with OpenGL enabled. It is probably working on Pi Zero 2 as well (untested).
aseprite is not working on Raspberry Pi 1 and Raspberry Pi Zero 1 due to missing support for armv7 instructions on the CPU.
Compilation took about 2h on a Raspberry Pi 400 board. (it took 7gb of c++ sourcecode and generated objectfiles to link the final 19Mb aseprite binary )
During the compilation i had to pass -latomic to the linker in order for the final aseprite executable to link.
I am not able to publish the binarys due to the aseprite license, unless @dacap wants to publish them ARM / Raspberry Pi support  Issue #2835  aseprite/aseprite  GitHub , but I can prepare prebuilt versions of
gn, ninja and skia that would allow you to compile and perform the final linking of the aseprite binary in about 30 minutes on a Raspberry Pi. Instructions below: IMG_20211227_15404594019201440 165 KB
Testing and running aseprite 1.3.x beta on various Raspberry Pi models. Both HDMI out and the official 7" TFT work.
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.
That fixed it!
I did as you requested and set up a .aseprite to double click. It worked and opened Aseprite. Upon doing that, it now accepts drag and drops into it from the other supported file formats! Closed the application and reopened and it still functions properly.
Fixed the issue, thank you very much for the help!
For drag and drop to open a file failing to be recognized on Linux, see Detect previous instance: open file / sprite as a new tab in existing Aseprite session / window Issue #477 aseprite/aseprite GitHub
But this aseprite project was just an example for testing purpose, it does the same thing for my other animations so I don't think the file is the problem in itself.
I'll try to update Aseprite if possible or download again the script, the problem probably comes from my computer !
Hello, I do not know if someone also has this problem, but when I give Alt tab in my Aseprite and I do anything on the pc (check websites for example) and when I go back to the aseprite my mouse does not work, my keyboard commands still work , but...
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]
Is it possible to use an animation I made with aseprite in python, pygame?It's just an animation of 2 images of a rat running, and I want it to be an object where I can control its X and Y coordinates.
I find this more convenient than making the animation in python, pygame,primarily because the speed of the animation is determined by me once and stays so. All i have to do is to make it in aseprite, export, (and if possible) - load it into a variable in python-pygame,say ratRun which will be an object I can use and manipulate its X and Y variables the way I need to.
It does not load any actual images, just the metadata. Currentlyit only loads aseprite's JSON export format, and only whenexported in a particular format that has all the options justright. I've yet to find a use case that won't cover though.
Automatically exporting a sprite to a given format is documentedhere: The easy way to export inthe right format is to use a command such as aseprite -b boonga.ase --sheet boonga.png --format json-array --data boonga.json
Some additional information that I think should be mentioned. When I made the script I had the following project structure in mind:
Every asset folder would contain the contents displayed on the above image, for me this method is more simple having 1 folder for 1 asset. That being said, I am aware some people prefer organizing their project with the 1 folder per type method (meaning all spines in 1 folder, all aseprite files in another folder, etc.).
If you organize your project using the 2nd method, I do not think my script would accommodate you at this time, however I could add support for the 2nd method if need-be.