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/aseprite:export

Export game-ready assets

Produce the files an engine actually consumes — spritesheets with atlases, GIFs, scaled PNGs — with the tags and layout the target needs. Use when work is finished and needs to leave Aseprite.

On this page

Ask what consumes it

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The target decides the format, and guessing produces files someone has to re-export. If you do not know, ask — it is one question.

Target Wants
Unity Spritesheet PNG + JSON atlas, byTag split
Godot Spritesheet PNG, or .aseprite via an importer plugin
Web / canvas Spritesheet PNG + JSON
Preview for a human GIF, or a scaled PNG
Print / social PNG at 4–8×

Before exporting

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Run aseprite:review. Exporting broken art just distributes it.

Then check specifically:

  • Tags exist and are named the way the engine expects — idle, walk, attack. validate errors on untagged multi-frame sprites.
  • The reference layer is deleted or hidden, and so is the sketch layer.
  • Frame durations are set. GIF and most engines read them from the file.

Exporting

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Spritesheet with atlas — what an engine usually wants:

export op="spritesheet" path="…/knight.png" sheetType="packed" byTag=true padding=1

padding prevents texture bleed at non-integer zoom, which shows up as a thin line of the neighbouring frame along a sprite's edge. Use 1 unless the engine says otherwise.

The JSON atlas is written beside the PNG and carries per-frame rectangles and per-tag ranges.

9-patch panels and hotspots — sprite_manage op="slice_create" names a region with an optional center (the stretchable middle, for 9-slicing) or pivot. Create slices before exporting; a spritesheet export carries them into its JSON atlas alongside the per-frame rectangles.

Animation preview for a human:

export op="gif" path="…/walk.gif"

Scaled PNG — for a store page or a README:

export op="png" path="…/knight@8x.png" scale=8

Integer scale only. Nearest-neighbour. Any other kind of resize destroys the thing you made.

Save the source

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Exporting does not save the working document.

sprite_manage op="save"

The .aseprite file is the asset. The PNG is a build artifact.

Report

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List the files you wrote, their dimensions, the frame count and the tags. That is what the person wiring them into the engine needs.

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rules://07-review-checklist, rules://05-animation.