
I did make a simple animation previewer (that just displays a list of sprites at a given rate) that makes late touch-ups easier, since it does inherently support tile reuse etc.

In my own game I wrote my own tool similar to NESST, but I just import/export CHR sets as image files that I edit in GIMP etc. I think NESST is a great final assembly tool, but for editing the CHR, unless I'm just doing late touch-ups I would probably go back to the source in another art tool. Same deal with nametables though, mostly I wouldn't work directly in NESST, I'd do it in GIMP just with a grid and keeping the rules in mind, and just copy-pasting to apply tiles, at least until I had most of the desired CHR worked out. Tile reuse is more difficult, basically just have to copy and paste to simulate it though. I don't actually cut a sprite up into tiles until I'm finished working on it, but I think it's fairly easy to keep tile sizes in mind while working. Yeah, I just put up an 8x8 grid and work against that. Do you just envision that and count grid lengths?
Aseprite frame rate update#
One thing that would improve PS considerably would be if there was an indexed colour mode which permitted layers (just ignore blending/layer fx and it'd be fine).įrankenGraphics wrote:How do you aseprite users deal with tiles? Say for instance that the animation code will not update the two upper tiles but the two lower in a 4x4 metasprite. The time domain is AE:s strong card, even though PS has gotten quite competent in that respect, too. So it's only guess-work the before the first export. I change a few pixels, press export, and see the difference live, since AE constantly polls for updates to included images. I see the cycle looping in AE, i see what's wrong/what could be better, while i edit. I got NESST on the left, AE on the right. The NESST/AE combo is pretty good at this.
Aseprite frame rate windows#
my assignments require subscribing to adobe CS so i might aswell use those), but i've always found it to be a bit unwieldy.Īlt-tabing between windows sounds really painful Kind of the equivalent to flipping through a block of drawings, but with less precision. It's probably personal, and it might be more stable than last time i used it regularly (several years ago. Yeah, using gimp generally slows me down. I've used GIMP in the past too, but the way you set some animation parameters (such as the exposure time) using the layer's name is a bit odd and unintuitive. Nowadays I use Photoshop, with each animation frame being a layer in the image, and the basic animation tools are more than enough to quickly test the progression of the animation at the correct frame rate. I'd get an idea of how the drawings would line up, but the pacing was all wrong, and the workflow just sucked. I remember when I only used MS Paint to draw my sprites, and I used hacks such as drawing different animation frames in different instances of Paint so I could switch between them using Alt-Tab, and that sucked. Time is just another dimension of the drawing, and creating good, smooth animation requires real-time editing in the time axis as well as in the X and Y axis.

The problem with drawing in one place and animating in another is that you have to "guess" how the animation frames will line up before actually testing, and tweaking the frames based on the result of the test is much more cumbersome than it should be. *It also helps me planning with resources, and it's easy to see when i can reuse a character/tile in several frames. I need to eyeball/compare the output with the intended framecount and delete the occasional extras.ĭo you have any recommendations or suggestions on making the process leaner? This process is for some reason unreliable as the media encoder sometimes spits out a double frame for reasons unknown to me.
Aseprite frame rate series#
What's a bit fidgety is setting up the initial AE project.Īnd if i want a pixel perfect export to show, i need Adobe Media Encoder to produce a series of frame-for-frame png:s, after which i then use some random web based png to gif converter. It's also a small matter to change around the timing and progression of different frames, play it backwards, etc. What's lean is that if i export and replace from NESST, i get direct visual feedback in my AE window, which is continously looping the animation.

Then import that bmp as an asset in an AfterEffects project with, say, a 32x16 canvas or the like, then 'animate' by switching ypos and xpos of the bmp import frame for frame. Right now, what i do is lining up all the frames side by side in the nametable, export it as bmp. That is, until i want to check the animation in realtime. I realize there are specialized spriting tools, and that one could use photoshop or gimp, but somehow my workflow for drawing is both faster and more precise in NESST.* I feel very much at home using shiru's screen tool for doing sprites.
