Parallixel: Parallax Scrolling Made Easy in Aseprite - Download 
Parallixel is an Aseprite extension that automates the creation of seamless parallax scrolling effects.
Originally inspired by Godot’s parallax system, it began as a personal tool to preview scrolling layers and mock up character movements directly inside Aseprite, without relying on external tools. Now, it’s a full-featured extension that makes parallax animation fast, intuitive, and entirely engine-free.
Reminder: Processing larger images and/or higher frame count may take additional time.
Features:
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Seamless parallax generation for sprites and animations
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Works with static images or animated layers
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Supports 8-directional scrolling
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Compatible with isometric, 45°, and custom scroll angles
Note: Tiled Mode will create copies of the image on all direction
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Auto-applies parallax to all layers with ease(You can customize the speed)
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Multi-layer selection for independent or grouped scrolling
Note: The number of frames you set will automatically adjust based on the selected animation frames to ensure a smooth, seamless loop. The example above animation includes layers with 4, 8, and 10 frame loops, the final frame count will adjust to 40, the least common multiple (LCM), to synchronize all layers perfectly.
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Custom Cel Selection: Scroll only the cel(s) you select.
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Region selection scrolling.
Bonus : Right-click a cel to clone it across all frames
How to Use:
- Open Parallixel: Go to Edit > FX > Parallixel in aseprite’s top menu.
- Manual Mode
- Set number of frames and scroll speed.
- Select one or more layers (or a group layer or a range of cel(s)) to scroll.
- Choose scroll angle: “45 Degrees”, “Isometric”, “Custom XY”, or “Custom Angle”
- Click a direction button
- Wait to process and generate the result
- Auto Mode
- Click Auto button
- Speed is auto-set for all layers (you can customize it)
- Click a direction button
- Wait for processing to complete
Note:
A whole number speed value produces a perfect loop
A decimal speed creates smoother motion but may not loop seamlessly at the end of the animation