In the throes of my beginner stages, I assembled various animations from an existing spritesheet into layers on top of each other. Is there a way to export each layer as its own GIF? The Export option lets you select a layer to export, but is there a script that will automate the rest (similar to the Export All Layers as PNG script)?
Pic related, I would want Idle.gif, Stand 1.gif, Stand 2.gif, etc. without the layers overlapping (so it would have to reveal and hide the layers one by one during the procedure). I searched and couldn’t find a script that did this. Thanks for any help.
it seems to me there are two options:
use export layers as png and then drag’n’drop all files to aseprite. aseprite will ask you if you want to import files as sequence. check the option “do the same for other files” and you’ll get all your sequences as separated sprites, which you can export as gif.
in export layers as png script at the line 59:
sprite:saveCopyAs(pathPrefix .. layerName .. pathSufix .. ".png")
gif. note that you’ll have to create the subfolder manually - if the name of your sprite is file the subfolder has to have a same name, otherwise you’ll get an error Error saving file: Cannot save file file in the given location. i don’t know why.
all exported files with multiple frames will have a suffix _. if you don’t want that change at the line 102:
multipleFrames = "_" to
multipleFrames = "" or remove whole
if (#sprite.frames > 1) then multipleFrames = "_" end
I’ll try that, thanks. In the future, would it be better to have each animation as its own Aseprite file? I thought that would be cluttered hence me putting them all in one file. Lesson learned.
i guess it depends on your workflow, i have everything related to one sprite or asset crammed in one source file too. not sure if it’s a good habit or not. :]]
Made a script to display the total number of non-empty cels from visible layers. Or, in naive terms, the total frame count.
It’s ugly but it works.
-- Made 2021/01/17 00:32-02:14 by Unknow0059. For version of commit 9f88508 and higher.
tally = 0
for index, layer in ipairs(app.activeSprite.layers) do
if layer.isVisible then
for index, cel in ipairs(layer.cels) do
if not cel.image:isEmpty() then
tally = tally + 1
Hi, I created script for perlin noise generation, that can be used for water/clouds textures. Scritp for generation of normal maps is in repository as well. GitHub - Ondra09/AseWave: Water/Clouds generation plugin for Aseprite editor
I’ve been toying with some scripts, just some simple bits and pieces that I put together for my own amusement.
Ghost Images : Animation effect similar to onion skinning. The script will generate a new layer containing a number of ‘Ghosts’ of previous frames.
Layer Transition : Generates a new layer with a simple transition effect between two existing layers.
Load Palette From CSV : Load a palette from a CSV file with red, green, blue, alpha columns.
Save Palette To CSV : Save current palette To CSV file with red, green, blue, alpha columns.
Selected Pixel Count : Counts the number of pixels in an arbitrary shaped selection.
They’re up on github https://github.com/davebarkeruk/Aseprite_LUA_Scripts
Hopefully they maybe of use to someone.
Hi everyone, thanks for all these scripts. I’m having trouble finding one that does the exact thing I need, or knowing the terminology for it…
Is there a script that can scan an indexed color image and tell me if I’ve used more than X palette colours in a single pixel height horizontal line? I’m working on Amiga copper backdrops and have a 3 colours (+ transparent/black) per line limitation to work around and it’s surprisingly difficult to do it by eye. Even better if it could highlight the lines somehow?
Here try this script: eg_palrowmax.lua - Google Drive
You may edit value of MAX_COLORS_IN_ROW at 5th row inside script if you want some other max count.
Thank you so much!
… I don’t quite understand how it works, sorry! haha,. When I run it in file/scripts it pops up “All OK!” but i don’t know if it did anything… It says All OK! whatever picture I try it on? I’m maybe doing it wrong. I’m on Aseprite 1.2.27
Oh, I forgot to mention. You should prefix your layers with + sign or # sign for it to be checked. It checks all frames of all layers prefixed that way.
Ahh that works perfectly That’s going to speed me up quite a bit, thankyou!
非常感谢，我在为自己的游戏项目写一个lua脚本用于导出图片和数据的时候遇到了问题，在参考了“Export sprite’s layers as individual images”中的lua脚本后，我解决了我的问题。我向此作者表达了感谢，也感谢你的整理的列表。
Thank you very much. I had a problem writing a Lua script for exporting images and data for my game project. I solved my problem by referring to the Lua script in “Export Sprite’s Layers as Individual Images”. I express my thanks to the author and thank you for compiling this list.
Simple Color Range Multi-Select Noodle – SCRMSN
I just made a helpful color range selection script. It lets you select colors continuously instead of one-by-one like you had to do with the built-in tool: select-> color range.
I’m calling this one SCMRSN (pronounced “Scrimson”) and plan to release a CRMSN version later.
It’s available on itch: Simple Color Range Multi-Select Noodle by J19