Access the graphics through the .aseprite file

#1

Hello, is there any way to access each cell of each layer from the .aseprite file ?.
I want to access these graphics from my video game engine to import them directly without exporting in PNG format, this would save me time.
So when I edit a graphic / cell / frame in aseprite and save the file in .aseprite, then from my engine I update and get the updated graphic directly.
Can this be done?


Hola, ¿hay algún modo de acceder a cada celda de cada capa a partir del archivo .aseprite?.
Quiero acceder desde mi engine de videojuegos a esos graficos para importarlos directamente sin necesidad de exportar en formato png, esto me ahorraría tiempo.
Entonces cuando yo edito un gráfico/celda/frame en aseprite y salvo el archivo en .aseprite, luego desde mi engine actualizo y obtengo directamente el gráfico actualizado.
Con esto no hay exportaciones de por medio y, como decía, ahorraría mucho tiempo.
¿Esto se puede hacer?.

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#2

It can be done, but you’d have to write an .aseprite parser for your engine. It would probably be easier to automate exports instead.

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#3

You could listen file changes from your game engine and use the .aseprite decoder code (at the moment there is no external .dll/easy way to link the code :sob:). There are other projects in C# to read .aseprite files too on github.

Another possibility would be to use an external file system watcher (e.g.) and execute a Lua script to export the cels data with sprite.cels() when a .aseprite file is modified.

Maybe in the future we could provide this functionality from the Aseprite CLI itself.

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