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5x · Animals and creatures
Skills
- Take any Aseprite request end to end
- Plan a sprite before drawing it
- Design it first — concept sheet and storyboard
- Create a sprite document
- Choose, build and repair a palette
- Draw a sprite
- Shade a sprite
- Rig a character for animation
- Animate a cycle
- Build a tileset
- Review a sprite before calling it done
- Fix or iterate on existing art
- Export game-ready assets
- Submit a finished sprite to the community gallery
Skill
/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.
Ask what consumes it
#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
#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.validateerrors 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
#Spritesheet with atlas — what an engine usually wants:
export op="spritesheet" path="…/knight.png" sheetType="packed" byTag=true padding=1padding 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=8Integer scale only. Nearest-neighbour. Any other kind of resize destroys the thing you made.
Save the source
#Exporting does not save the working document.
sprite_manage op="save"The .aseprite file is the asset. The PNG is a build artifact.
Report
#List the files you wrote, their dimensions, the frame count and the tags. That is what the person wiring them into the engine needs.