

In the Sheet Type bar you can choose how sprite sheet will be exported (I prefer using Packed type). Here we can modify the layout of our sprite sheet. In the exporting dialogue (File -> Export Sprite Sheet) we have some options: Thankfully, Aseprite has a handy-dandy Export Sprite Sheet feature! Now we have an animation with tags! All we have to do now is to export it. WARNING: Be aware to NOT have same frames as separate, otherwise it will export the same frames several times in the sprite sheet. Go through all frames and tag them with their animation names (I put the original animation names to tags: BF DOWN MISS, BF DOWN NOTE, BF IDLE, BF LEFT MISS, BF LEFT NOTE, BF RIGHT MISS, BF RIGHT NOTE, BF UP MISS, BF UP NOTE).īe sure to have some hold frames in the animation since its running on 24 fps in-game or 41 milliseconds for each frame (1sec/24frames = 41.66millisec).

Tags are very important since they will be the animation names in the JSON data. We can import it (File -> Import Sprite Sheet) in Aseprite with these settings and turn them into individual frames.

The original bfPixel.png is a sprite sheet with each frame being 73x73 with padding of 10x10. I used Pixel Boyfriend animations for the tutorial, but you can do your own animation. In this tutorial we'll make super cool Aseprite workflow, because Aseprite allows you to export sprite sheet with data right out of the box and it's very cool! Aaa! Hey! You need Aseprite for this tutorial! Go get it!
