├── .gitignore
├── ink
└── inks.png
├── flip
└── flip.gif
├── tags
├── tags.png
└── tag-properties.png
├── canvas
├── canvas.gif
├── crop.gif
├── canvas-flip.gif
├── canvas-trim.gif
└── canvas-rotate.gif
├── cli
├── list-tags.png
├── list-layers.png
├── border-padding.png
├── inner-padding.png
├── shape-padding.png
└── list-layer-hierarchy.png
├── resize
├── resize.gif
└── resize-selection.gif
├── rotate
├── handle.png
├── edit-rotate.png
├── pivot-point.png
├── rotate-handles.gif
├── rotation-algorithm.gif
├── pivot-point-settings.gif
├── rotate-menu-options.gif
├── rotation-algorithms.png
├── pivot-point-context-bar.png
└── pivot-point-mouse-move.gif
├── tablet
└── tablet.png
├── cel
├── cel-opacity.gif
├── cel-properties.gif
├── cel-on-timeline.png
└── frame-on-timeline.png
├── color
├── gray-mode.png
├── rgb-mode.png
├── indexed-mode.gif
└── indexed-mode.png
├── dynamics
├── minmax.png
├── dynamics.png
├── contextbar.png
└── thresholds.png
├── focus-tag
├── bands.gif
└── focus.gif
├── tools
├── hand-tool.png
├── line-tool.png
├── move-tool.png
├── timeline.png
├── zoom-tool.png
├── curve-tool.png
├── ellipse-tool.png
├── eraser-tool.png
├── marquee-tool.png
├── pencil-tool.png
├── polygon-tool.png
├── slice-tool.png
├── countour-tool.png
├── rectangle-tool.png
├── eyedropper-tool.png
└── filled-rectangle-tool.png
├── brushes
├── alignment1.gif
├── alignment2.gif
├── alignment3.gif
├── brushangle.png
├── brushtype.png
├── contextbar.png
├── parameters.png
├── custombrush.png
└── patternbrush.gif
├── context-bar
├── move.png
├── pencil.png
├── text.png
├── gradient.png
├── opacity.png
├── brushangle.png
├── brushtype.png
├── contextbar.png
├── dithering.png
├── eyedropper.png
├── paintbucket.png
├── selection.png
├── tolerance.gif
├── transparent.gif
├── pixelperfect.png
└── movingselection.png
├── loop
└── loop-section.gif
├── numeric-field
└── math.gif
├── open
└── loadsequence.png
├── preferences
├── ranges.png
├── auto-guides.png
├── drag-value.png
├── edge-color.png
├── preffiles.png
├── show-alert.png
├── spotlight.png
├── drag-options.png
├── edge-negative.png
├── ui-one-window.png
├── crosshair-types.png
├── ui-multi-window.png
├── brush-preview-types.gif
├── move-selection-edges.gif
├── nonlinear-undohistory.gif
└── keep-selection-deleted-content.gif
├── range
├── cels-range.png
├── frames-range.png
└── layers-range.png
├── slices
└── properties.png
├── symmetry
├── mid-pixel.gif
├── drag-handles.gif
├── options-icon.png
├── vertical-icon.png
├── horizontal-icon.png
├── symmetry-buttons.png
└── draw-with-symmetry.gif
├── tilemap
├── auto-mode.png
├── stack-mode.png
├── tiles-mode.png
├── manual-mode.png
├── pixels-mode.png
└── tilemap-example.png
├── timeline
├── timeline.png
└── timeline-copy-and-paste.gif
├── workspace
├── screen.png
└── drag-and-drop-tabs.gif
├── zoom
├── zoom-slider.png
└── zoom-text-field.png
├── color-bar
├── color-bar.png
├── color-popup.png
├── color-warning.png
└── color-warning-icon.png
├── copy-cels
└── copy-cels.gif
├── cursor
├── resize-handle.png
└── rotate-handle.png
├── debug
├── win-2-actions.png
├── win-1-start-menu.png
├── win-4-debug-option.png
├── macos-1-open-spotlight.png
├── macos-2-open-terminal.png
└── win-3-right-click-properties.png
├── layers
├── hidden-layer.png
├── layer-options.png
├── locked-layer.png
├── visible-layer.png
├── editable-layer.png
└── layer-in-timeline.png
├── move-cels
└── move-cels.gif
├── move-tool
├── autoselect.gif
├── autoselect.png
└── move-multiple-cels.gif
├── new-sprite
├── newsprite.png
└── new-sprite-from-selection.gif
├── selecting
├── modifiers.png
├── add-selection.png
├── marching-ants.gif
├── replace-selection.png
├── subtract-selection.png
└── intersect-selection.png
├── shading
├── shading_ref.png
├── shading_step1.gif
├── shading_step2.gif
├── shading_step3.gif
└── shading_step4.gif
├── status-bar
└── overview.png
├── animation
├── play-button.png
├── onion-skinning.png
├── configure-timeline.png
├── enable-onion-skinning.gif
└── onion-skinning-settings.gif
├── color-profile
├── rgb-cube.png
└── color-management-preferences.png
├── copy-frames
└── copy-frames.gif
├── copy-layers
└── copy-layers.gif
├── data-recovery
├── home-tab.png
├── in-sessions-folder.png
├── recover-files-tab.png
├── home-tab-after-crash.png
├── recover-data-preferences.png
└── sessions-folder-focused.png
├── exporting
├── file-export.png
├── file-export-resize.png
└── file-export-sel-frame.png
├── extensions
├── extensions.png
├── palettes.md
├── dithering-matrices.md
├── languages.md
├── keys.md
└── themes.md
├── eyedropper
├── pick-options.png
├── sample-options.png
└── eyedropper-group.png
├── linked-cels
├── linked-cels.png
└── unlink-cels.gif
├── menu-bar
├── macos-menubar.png
└── aseprite-menubar.png
├── move-frames
└── move-frames.gif
├── move-layers
└── move-layers.gif
├── wintab
└── disable-wintab.png
├── layer-group
└── layer-groups.png
├── move-selection
├── contextbar.png
└── move-selection.gif
├── sprite-editor
├── right-click.png
└── sprite-editor.png
├── sprite-sheet
├── running-guy.gif
├── running-guy-horz.png
├── running-guy-vert.png
├── running-guy-export.png
├── running-guy-matrix.png
├── running-guy-import-01.png
└── running-guy-import-02.png
├── sprite
└── sprite-components.png
├── new-frame
└── new-frame-button.png
├── new-layer
└── layer-right-click.png
├── preview-window
├── play-button.png
└── preview-window.png
├── steam
├── steam-2-launch-options.png
├── steam-3-debug-option.png
├── steam-3-disable-wintab.png
└── steam-1-open-properties.png
├── continuous-layers
├── broken-layer.png
├── cont-vs-dis.png
└── continuous-layer.png
├── default-palette
└── save-as-default.gif
├── keyboard-shortcuts
├── hand-shortcuts.png
└── mouse-wheel-custom.png
├── frame-duration
└── timeline-right-click.gif
├── sprite-properties
└── sprite-properties.png
├── transparent-color
└── transparent-color-property.png
├── status-bar.md
├── rotate-canvas.md
├── .github
└── workflows
│ ├── pdf
│ ├── header.tex
│ ├── title.tex
│ └── link-gifs.lua
│ └── md-to-pdf.yml
├── reverse-frames.md
├── numeric-field.md
├── new-layer.md
├── flip.md
├── flip-canvas.md
├── resize.md
├── sprite-size.md
├── right-click.md
├── loop.md
├── move-layers.md
├── move-frames.md
├── tool-bar.md
├── default-palette.md
├── frame-duration.md
├── copy-layers.md
├── eraser.md
├── open.md
├── sidebar.md
├── tiled-mode.md
├── range.md
├── focus-tag.md
├── canvas.md
├── preview-window.md
├── copy-frames.md
├── layer-group.md
├── copy-cels.md
├── move-cels.md
├── scripting.md
├── customization.md
├── ui-controls.md
├── onion-skinning.md
├── save.md
├── sprite-editor.md
├── tags.md
├── menu-bar.md
├── move-selection.md
├── drag-value.md
├── transparent-color.md
├── new-sprite.md
├── shading.md
├── move-tool.md
├── cel.md
├── linked-cels.md
├── symmetry.md
├── zoom.md
├── workspace.md
├── continuous-layers.md
├── eyedropper.md
├── sprite-properties.md
├── extensions.md
├── preferences-folder.md
├── reset-preferences.md
├── transformations.md
├── sprite-sheet.md
├── new-frame.md
├── color-mode.md
├── workflow.md
├── color.md
├── timeline.md
├── sprite.md
├── animation.md
├── ink.md
├── color-bar.md
├── dynamics.md
├── mouse-wheel.md
├── drawing.md
├── slices.md
├── wintab.md
├── troubleshooting.md
├── overview.md
├── tablet.md
├── debug.md
├── exporting.md
├── color-profile.md
├── rotate.md
├── selecting.md
├── files.md
├── tilemap.md
├── brushes.md
├── data-recovery.md
├── layers.md
├── basics.md
├── context-bar.md
├── tutorial.md
├── keyboard-shortcuts.md
└── preferences.md
/.gitignore:
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2 | .#*
3 |
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/status-bar.md:
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1 | # Status Bar
2 |
3 | The status bar is the region at the bottom of the screen:
4 |
5 | 
6 |
7 | It shows different content depending on the active mouse position.
8 |
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/rotate-canvas.md:
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1 | # Rotate Canvas
2 |
3 | You can rotate the [whole canvas](canvas.md) using *Sprite > Rotate Canvas* menu. The available options are:
4 |
5 | * 180
6 | * 90 CW
7 | * 90 CCW
8 |
9 | 
10 |
--------------------------------------------------------------------------------
/.github/workflows/pdf/header.tex:
--------------------------------------------------------------------------------
1 | \usepackage{listings}
2 | \usepackage{fancyhdr}
3 | \pagestyle{fancy}
4 | \title{Aseprite Documentation}
5 | \setkeys{Gin}{scale=1, height=0.4\textheight, keepaspectratio}
6 | \let\verbatim\undefined\let\verbatimend\undefined\lstnewenvironment{verbatim}{\lstset{breaklines}}{}
7 |
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/reverse-frames.md:
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1 | # Reverse Frames
2 |
3 | You can reverse frames selecting a range of frames in the
4 | [timeline](timeline.md) and using the *Frame > Reverse Frames* menu
5 | option.
6 |
7 | ---
8 |
9 | **SEE ALSO**
10 |
11 | [Animation](animation.md) |
12 | [Timeline](timeline.md)
13 |
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/numeric-field.md:
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1 | # Numeric Field
2 |
3 | Numeric fields on Aseprite can evaluate simple math expressions:
4 |
5 | 
6 |
7 | ---
8 |
9 | **SEE ALSO**
10 |
11 | [UI Controls](ui-controls.md) |
12 | [New Sprite](new-sprite.md) |
13 | [Issue #1762](https://github.com/aseprite/aseprite/issues/1762)
14 |
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/new-layer.md:
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1 | # New Layer
2 |
3 | Add new layers using *Layer > New > New Layer* menu (`Shift+N` key). Also
4 | you can right-click a layer in the [timeline](timeline.md) and
5 | select *New* option:
6 |
7 | 
8 |
9 | ---
10 |
11 | **SEE ALSO**
12 |
13 | [Layers](layers.md) |
14 | [Timeline](timeline.md)
15 |
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/flip.md:
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1 | # Flip Sprite or Selection
2 |
3 | ## Flip Horizontal
4 |
5 | To flip the sprite or selection horizontally, you can select *Edit > Flip Horizontal* menu (Shift+H).
6 |
7 | ## Flip Vertical
8 |
9 | To flip the sprite or selection vertically, you can select *Edit > Flip Vertical* menu (Shift+V).
10 |
11 | 
12 |
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/flip-canvas.md:
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1 | # Flip Canvas
2 |
3 | ## Flip Canvas Horizontal
4 |
5 | To flip the canvas horizontally, you can select *Sprite > Rotate Canvas > Flip Canvas Horizontal* menu.
6 |
7 | ## Flip Canvas Vertical
8 |
9 | To flip the canvas vertically, you can select *Sprite > Rotate Canvas > Flip Canvas Vertical* menu.
10 |
11 | 
12 |
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/resize.md:
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1 | # Resize Sprite or Selection
2 |
3 | You can resize your sprite using *Sprite > Sprite Size* menu option.
4 |
5 | > Note: Resizing a sprite resizes all slices accordingly, changing their position and size.
6 |
7 | 
8 |
9 | You can resize a selection using handles.
10 |
11 | 
12 |
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/sprite-size.md:
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1 | # Sprite Size
2 |
3 | The sprite size is specified when you create a new sprite from *File > New* menu.
4 | But you can change it in several ways. You can change:
5 |
6 | * [Canvas size](canvas.md)
7 | * [Resize sprite content](resize.md)
8 |
9 | Also you can use the [Command Line Interface](cli.md#resize-one-sprite-to-several-dimensions) for the same purpose.
10 |
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/right-click.md:
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1 | # Right-click
2 |
3 | By default, Right click paints with the [Background Color](color-bar.md#background-color),
4 | but you can change this configuration from *Edit > Preferences > Editor*:
5 |
6 | 
7 |
8 | ---
9 |
10 | **SEE ALSO**
11 |
12 | [Basics](basics.md) |
13 | [Sprite Editor](sprite-editor.md)
14 |
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/loop.md:
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1 | # Loop
2 |
3 | ## Set loop section
4 |
5 | After selecting a range of frames in the [timeline](timeline.md),
6 | you can use the *View > Set Loop Section* menu (F2 key) to set the
7 | animation loop section:
8 |
9 | 
10 |
11 | The loop section is just like a regular [tag](tags.md) named "Loop."
12 |
13 | ---
14 |
15 | **SEE ALSO**
16 |
17 | [Tags](tags.md)
18 |
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/move-layers.md:
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1 | # Move Layers
2 |
3 | Use the [timeline](timeline.md) to move layers:
4 |
5 | 
6 |
7 | 1. Select a range of layers you want to move.
8 | 2. Put the mouse above the selection border.
9 | 3. Start dragging the from selection border.
10 | 4. Drop the layers where you want.
11 |
12 | ---
13 |
14 | **SEE ALSO**
15 |
16 | [Copy Layers](copy-layers.md) |
17 | [Timeline](timeline.md)
18 |
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/move-frames.md:
--------------------------------------------------------------------------------
1 | # Move Frames
2 |
3 | Use the [timeline](timeline.md) to move frames:
4 |
5 | 
6 |
7 | 1. Select a range of frames you want to move.
8 | 2. Put the mouse above the selection border.
9 | 3. Start dragging the from selection border.
10 | 4. Drop the frames where you want.
11 |
12 | ---
13 |
14 | **SEE ALSO**
15 |
16 | [Copy Frames](copy-frames.md) |
17 | [Move Cels](move-cels.md) |
18 | [Timeline](timeline.md)
19 |
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/tool-bar.md:
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1 | # Tool Bar
2 |
3 | The tool bar contains several tools that you can use for different purposes:
4 |
5 | * [Paint](drawing.md) 
6 | * [Pick colors](eyedropper.md) 
7 | * [Zoom](zoom.md) 
8 | * [Select and transform regions](selecting.md) 
9 | * [Show Timeline](timeline.md) 
10 |
--------------------------------------------------------------------------------
/default-palette.md:
--------------------------------------------------------------------------------
1 | # Default Palette
2 |
3 | New sprites are created with the default palette. This default palette is [Richard
4 | "DawnBringer" Fhager 32 colors palette](http://pixeljoint.com/forum/forum_posts.asp?TID=16247)
5 | initially.
6 |
7 | Anyway you can change it using the ☰ *> Save Palette as Default* menu option:
8 |
9 | 
10 |
11 | ---
12 |
13 | **SEE ALSO**
14 |
15 | [New Sprite](new-sprite.md)
16 |
--------------------------------------------------------------------------------
/frame-duration.md:
--------------------------------------------------------------------------------
1 | # Frame Duration
2 |
3 | You can change the duration of the current frame with *Frame > Frame
4 | Properties* menu (P key).
5 |
6 | Also you change the duration of several frames selecting a range of
7 | frames in the [Timeline](timeline.md), right clicking them, and
8 | selecting *Properties* option in the popup:
9 |
10 | 
11 |
12 | ---
13 |
14 | **SEE ALSO**
15 |
16 | [Animation](animation.md)
17 |
--------------------------------------------------------------------------------
/copy-layers.md:
--------------------------------------------------------------------------------
1 | # Copy Layers
2 |
3 | Use the [timeline](timeline.md) to copy layers:
4 |
5 | 
6 |
7 | 1. Select a range of layers you want to copy.
8 | 2. Move the mouse to the selection border.
9 | 3. Hold Ctrl or Alt key and start dragging.
10 | 4. Drop the copy where you want, holding Ctrl or Alt keys.
11 |
12 | ---
13 |
14 | **SEE ALSO**
15 |
16 | [Move Layers](move-layers.md) |
17 | [Timeline](timeline.md)
18 |
--------------------------------------------------------------------------------
/eraser.md:
--------------------------------------------------------------------------------
1 | # Eraser
2 |
3 | Erase pixels with the
4 | [background color](color-bar.md#background-color) when used on the
5 | [background layer](layers.md#background-layer), and with the
6 | transparent color on
7 | [transparent layers](layers.md#transparent-layers).
8 |
9 | If you use the Eraser tool with the right-click, it will replace the
10 | [foreground color](color-bar.md#foreground-color) with the
11 | [background color](color-bar.md#background-color).
12 |
13 | ---
14 |
15 | **SEE ALSO**
16 |
17 | [Drawing](drawing.md) |
18 | [Color bar](color-bar.md) |
19 | [Layers](layers.md)
20 |
--------------------------------------------------------------------------------
/.github/workflows/pdf/title.tex:
--------------------------------------------------------------------------------
1 | \date{\today}
2 | \maketitle
3 | \lhead{Aseprite Documentation}
4 | \rhead{\today}
5 | \begin{center}
6 | This is the PDF version of the \href{https://aseprite.org/docs/}{online Aseprite documentation}.
7 | The latest version of this document can be downloaded from the \href{https://github.com/aseprite/docs/}{docs GitHub repository}.
8 |
9 | Some images in this document are GIF animations, which can not be played when embedded in a PDF.
10 | GIFs are linked to their online counterpart, so you can click the image to view the animation in your browser.
11 | \end{center}
12 |
--------------------------------------------------------------------------------
/open.md:
--------------------------------------------------------------------------------
1 | # Open
2 |
3 | You can load your sprite and continue working on it using *File > Open* menu.
4 |
5 | ## Loading image sequences
6 |
7 | If you have a sequence of images like:
8 |
9 | * `frame0.png`
10 | * `frame1.png`
11 | * `frame2.png`
12 | * ...
13 | * `frameN.png`
14 |
15 | You can load this sequence as one animation using *File > Open* menu,
16 | selecting `frame0.png`, and then answering *Yes* to the following
17 | dialog that will appear:
18 |
19 | 
20 |
21 | ---
22 |
23 | **SEE ALSO**
24 |
25 | [Save](save.md) |
26 | [Exporting](exporting.md)
27 |
--------------------------------------------------------------------------------
/.github/workflows/pdf/link-gifs.lua:
--------------------------------------------------------------------------------
1 | function Image(img)
2 | if img.src:match("^.+(%..+)$") == ".gif" then
3 | local link
4 |
5 | if string.find(img.src, "www") then
6 | -- Image source is already a URL
7 | link = "https:" .. img.src
8 | else
9 | -- Image source is a local file
10 | link = "https://aseprite.org/docs/" .. img.src
11 | end
12 |
13 | return pandoc.Link(
14 | pandoc.Image(img.caption, img.src, img.title, img.attr),
15 | link
16 | )
17 | else
18 | return img
19 | end
20 | end
21 |
--------------------------------------------------------------------------------
/sidebar.md:
--------------------------------------------------------------------------------
1 | ### Table of content
2 |
3 | [Overview](overview.md)
4 |
5 | [Basics](basics.md)
6 | * [Image & Sprite](sprite.md)
7 | * [Color](color.md)
8 | * [Drawing](drawing.md)
9 | * [Selecting](selecting.md)
10 | * [Transformations](transformations.md)
11 |
12 | [Sprite](sprite.md)
13 | * [Layers](layers.md)
14 | * [Animation](animation.md)
15 | * [Tilemap](tilemap.md)
16 | * [Slices](slices.md)
17 |
18 | [Files](files.md)
19 | * [Save](save.md)
20 | * [Exporting](exporting.md)
21 | * [Sprite Sheet](sprite-sheet.md)
22 | * [CLI](cli.md)
23 |
24 | [Customization](customization.md)
25 | * [Preferences](preferences.md)
26 | * [Extensions](extensions.md)
27 | * [Scripting](scripting.md)
28 |
--------------------------------------------------------------------------------
/tiled-mode.md:
--------------------------------------------------------------------------------
1 | # Tiled Mode
2 |
3 | The *Tiled Mode* is a simple method to draw patterns quickly, you can
4 | access it from *View > Tiled Mode* submenu.
5 |
6 | This mode is simpler than [tilemaps](tilemap.md), which offer a more
7 | extensive way to create levels using repeated tiles in any possible
8 | arrangement.
9 |
10 |
11 |
12 | ---
13 |
14 | **SEE ALSO**
15 |
16 | [Drawing](drawing.md) |
17 | [Tilemap](tilemap.md)
18 |
--------------------------------------------------------------------------------
/range.md:
--------------------------------------------------------------------------------
1 | # Selected Range
2 |
3 | In the [timeline](timeline.md) you can select a range of frames:
4 |
5 |
6 |
7 | A range of layers:
8 |
9 |
10 |
11 | Or a range of cels:
12 |
13 |
14 |
15 | After selecting the range you can do several operations with it like:
16 |
17 | * [moving frames](move-frames.md) or [tagging frames](tags.md), or
18 | * [changing the order of layers](move-layers.md), or
19 | * [moving cels](move-cels.md).
20 |
21 | ---
22 |
23 | **SEE ALSO**
24 |
25 | [Timeline](timeline.md)
26 |
--------------------------------------------------------------------------------
/focus-tag.md:
--------------------------------------------------------------------------------
1 | # Focus Tag
2 |
3 | The [timeline](timeline.md) has the possibility to focus
4 | [a tag](tags.md), actually a *"tag band."* We define a
5 | *"tag band"* as these rows where several tags are grouped:
6 |
7 | 
8 |
9 | You can double-click one of these bands or press the little button at
10 | the right side to "focus" the tags in this band (and hide all others):
11 |
12 | 
13 |
14 | When you do this, the Play button 
15 | will reproduce only tags found in the currently focused band.
16 |
17 | ---
18 |
19 | **SEE ALSO**
20 |
21 | [Tags](tags.md) |
22 | [Timeline](timeline.md) |
23 | [Animation](animation.md)
24 |
--------------------------------------------------------------------------------
/canvas.md:
--------------------------------------------------------------------------------
1 | # Canvas Size
2 |
3 | The canvas is the visible area of the sprite. You can change the
4 | canvas size using *Sprite > Canvas Size...* menu.
5 |
6 | > Note: Resizing the canvas updates all slices accordingly, changing their position.
7 |
8 | 
9 |
10 | In this window you can change the `Width` or `Height` manually, or
11 | using the blue rules in the editor window.
12 |
13 | ## Crop
14 |
15 | You can change the canvas size using the current selection bounds:
16 |
17 | 
18 |
19 | ## Trim
20 |
21 | You can remove transparent borders automatically from the canvas
22 | using the *Sprite > Trim* menu.
23 |
24 | 
25 |
--------------------------------------------------------------------------------
/preview-window.md:
--------------------------------------------------------------------------------
1 | # Preview Window
2 |
3 | The preview window is the little window that can show you the
4 | animation preview in realtime while you edit your animation:
5 |
6 |
7 |
8 | You can show/hide this little window pressing the F7 key or with the
9 | *View > Preview* menu option.
10 |
11 | You can also press the little play button  or press Shift+Enter to
13 | start playing the sprite animation (or the current [tag](tags.md)) in
14 | the window.
15 |
16 | ---
17 |
18 | **SEE ALSO**
19 |
20 | [Workspace](workspace.md) |
21 | [Drawing](drawing.md) |
22 | [Animation](animation.md)
23 |
--------------------------------------------------------------------------------
/copy-frames.md:
--------------------------------------------------------------------------------
1 | # Copy Frames
2 |
3 | Use the [timeline](timeline.md) to copy frames:
4 |
5 | 
6 |
7 | 1. Select a range of frames you want to copy.
8 | 2. Move the mouse to the selection border.
9 | 3. Hold Ctrl or Alt key and start dragging.
10 | 4. Drop the copy where you want, holding Ctrl or Alt keys.
11 |
12 | Note that you can copy frames beyond the end of the animation, extending it.
13 |
14 | When copying frames on a [continuous layer](continuous-layers.md), copied cels will be [linked](linked-cels.md) to the original ones.
15 |
16 | ---
17 |
18 | **SEE ALSO**
19 |
20 | [Move Frames](move-frames.md) |
21 | [Copy Cels](copy-cels.md) |
22 | [Timeline](timeline.md)
23 |
--------------------------------------------------------------------------------
/layer-group.md:
--------------------------------------------------------------------------------
1 | # Layer Group
2 |
3 | To better organize your sprite, you can group a set of layers in a little folder:
4 |
5 | 
6 |
7 | With groups you can show/hide (Shift+X) or lock/unlock
8 | several layers at the same time, or expand/collapse the folder
9 | in the [timeline](timeline.md) (Shift+E)
10 |
11 | To create a new *Layer Group* you can use the *Layer > New > New
12 | Group* menu, or pressing Alt+Shift+N shortcut. If there is
13 | a [selected range of layers](range.md) in the [timeline](timeline.md),
14 | the new group will be created containing those selected layers
15 | automatically.
16 |
17 | ---
18 |
19 | **SEE ALSO**
20 |
21 | [Layers](layers.md) |
22 | [Timeline](timeline.md)
23 |
--------------------------------------------------------------------------------
/copy-cels.md:
--------------------------------------------------------------------------------
1 | # Copy Cels
2 |
3 | Use the [timeline](timeline.md) to copy cels:
4 |
5 | 
6 |
7 | 1. Select a range of cels you want to copy.
8 | 2. Move the mouse to the selection border.
9 | 3. Hold Ctrl or Alt key and start dragging.
10 | 4. Drop the copy where you want, holding Ctrl or Alt keys.
11 |
12 | Note that you can copy cels beyond the end of the animation. In this
13 | case new empty frames are created automatically.
14 |
15 | When copying cels on a [continuous layer](continuous-layers.md), copied cels will be [linked](linked-cels.md) to the original ones.
16 |
17 | ---
18 |
19 | **SEE ALSO**
20 |
21 | [Move Cels](move-cels.md) |
22 | [Copy Frames](copy-frames.md) |
23 | [Timeline](timeline.md)
24 |
--------------------------------------------------------------------------------
/move-cels.md:
--------------------------------------------------------------------------------
1 | # Move Cels
2 |
3 | Use the [timeline](timeline.md) to move cels:
4 |
5 | 
6 |
7 | 1. Select a range of cels you want to move.
8 | 2. Put the mouse above the selection border.
9 | 3. Start dragging the from selection border.
10 | 4. Drop the cels where you want.
11 |
12 | Note that you can move cels beyond the end of the animation. In this
13 | case new empty frames are created automatically.
14 |
15 | ## Canvas Position
16 |
17 | You can move the cel canvas position (*x* and *y* coordinates) using
18 | the [Move tool](move-tool.md) .
19 |
20 | ---
21 |
22 | **SEE ALSO**
23 |
24 | [Copy Cels](copy-cels.md) |
25 | [Move Frames](move-frames.md) |
26 | [Move Tool](move-tool.md) |
27 | [Timeline](timeline.md)
28 |
--------------------------------------------------------------------------------
/extensions/palettes.md:
--------------------------------------------------------------------------------
1 | # Extensions: Palettes
2 |
3 | Content a `.aseprite-extension` file for a palette extension:
4 |
5 | ```
6 | palette-example.aseprite-extension
7 | |
8 | +-- package.json
9 | |
10 | +-- my-palette.gpl
11 | ```
12 |
13 | Content of `package.json`:
14 |
15 | ```
16 | {
17 | "name": "palette-example",
18 | "displayName": "Palette Example",
19 | "description": "Palette created by Full Name",
20 | "version": "1.0",
21 | "author": { "name": "Full Name", "url": "https://twitter.com/your_username_or_homepage_url" },
22 | "categories": [
23 | "Palettes"
24 | ],
25 | "contributes": {
26 | "palettes": [
27 | { "id": "Palette-Example", "path": "./my-palette.gpl" }
28 | ]
29 | }
30 | }
31 | ```
32 |
33 | ---
34 |
35 | **SEE ALSO**
36 |
37 | [Extensions](extensions.md)
38 |
--------------------------------------------------------------------------------
/scripting.md:
--------------------------------------------------------------------------------
1 | # Scripting
2 |
3 | **[Aseprite v1.2.10-beta2](https://www.aseprite.org/release-notes/#aseprite-v1-2-10-beta10)**
4 | introduced the possibility to write scripts with Lua:
5 |
6 | * [API Reference](https://github.com/aseprite/api#aseprite-api)
7 | * [Known issues and report bugs](https://github.com/aseprite/api/issues)
8 |
9 | Scripts are located in the [user scripts folder](https://community.aseprite.org/t/locate-user-scripts-folder/2170)
10 | that you can easily locate going to *File > Scripts > Open Script Folder*.
11 |
12 | Script Examples:
13 |
14 | * [Aseprite Script Examples](https://community.aseprite.org/t/aseprite-script-examples/2611)
15 | * [Touch Toolbar helper](https://community.aseprite.org/t/touch-toolbar-helper/2169)
16 |
17 | ---
18 |
19 | **SEE ALSO**
20 |
21 | [Extensions](extensions.md)
22 |
--------------------------------------------------------------------------------
/customization.md:
--------------------------------------------------------------------------------
1 | # Customization
2 |
3 | You can change the most common Aseprite configuration from these menus:
4 |
5 | * *Edit > [Preferences](preferences.md)* (Ctrl+K key, or on macOS: ⌘K or ⌘,)
6 | * *Edit > [Keyboard Shortcuts](keyboard-shortcuts.md)* (Ctrl+Alt+Shift+K or ⌥⇧⌘K on macOS)
7 |
8 | Other ways of customization are more advanced and require downloading
9 | some file (extensions or script) and installing it from *Edit >
10 | Preferences > Extensions* or *File > Scripts > Open Scripts Folder*:
11 |
12 | * [Extensions](extensions.md)
13 | * [Keys](extensions/keys.md)
14 | * [Languages](extensions/languages.md)
15 | * [Themes](extensions/themes.md)
16 | * [Scripting](scripting.md)
17 |
18 | ---
19 |
20 | **SEE ALSO**
21 |
22 | [Overview](overview.md)
23 |
--------------------------------------------------------------------------------
/ui-controls.md:
--------------------------------------------------------------------------------
1 | # UI Controls
2 |
3 | Here we show some general information about controls/fields you will
4 | find on the Aseprite User Interface (UI).
5 |
6 | * [Sprite Editor](sprite-editor.md)
7 | * [Timeline](timeline.md)
8 | * [Workspace](workspace.md)
9 | * [Color Bar](color-bar.md)
10 |
11 | ## Math in Number Fields
12 |
13 | [Numeric fields](numeric-field.md) on Aseprite can evaluate simple math expressions:
14 |
15 | 
16 |
17 | ## Drag and Drop Workspace Tabs
18 |
19 | You can drag-and-drop tabs [in the workspace](workspace.md), duplicate
20 | them using the Ctrl or Alt keys along with the
21 | Left Mouse Button:
22 |
23 | 
24 |
25 | ---
26 |
27 | **SEE ALSO**
28 |
29 | [Workspace](workspace.md)
30 |
--------------------------------------------------------------------------------
/onion-skinning.md:
--------------------------------------------------------------------------------
1 | # Onion Skinning
2 |
3 | With [onion skinning](https://en.wikipedia.org/wiki/Onion_skinning)
4 | you can see several frames at once in the [sprite editor](sprite-editor.md).
5 | In this way you can use other frames as reference to draw the current one.
6 | You can activate the onion skinning using F3 key or with the little
7 |  icon in the timeline:
8 |
9 | 
10 |
11 | You can specify how many previous and next frames do you want to see
12 | and configure other settings from the
13 |  icon (like red/blue tint):
14 |
15 | 
16 |
17 | ---
18 |
19 | **SEE ALSO**
20 |
21 | [Animation](animation.md) |
22 | [Timeline](timeline.md)
23 |
--------------------------------------------------------------------------------
/save.md:
--------------------------------------------------------------------------------
1 | # Save
2 |
3 | You can save your sprite using the *File > Save* menu or pressing Ctrl+S (⌘S on macOS).
4 |
5 | We highly recommend you to save your sprites in the
6 | [.aseprite](files.md#aseprite) format, so you keep the full sprite
7 | information intact ([layers](layers.md), [frames](frames.md),
8 | etc.). But you can save your sprite as other file types if you don't
9 | need all this information. For example, you can [open](open.md) a
10 | `.png` file, editing it, and save it again as `.png` (without using
11 | the `.aseprite` format).
12 |
13 | ## Export
14 |
15 | If you want to export your sprite as a `.png` file or a `.gif`
16 | animation, you can use the *File > Export* option. See the
17 | [Exporting](/docs/exporting/) section for more information.
18 |
19 | ---
20 |
21 | **SEE ALSO**
22 |
23 | [Open](open.md) |
24 | [Exporting](exporting.md)
25 |
--------------------------------------------------------------------------------
/sprite-editor.md:
--------------------------------------------------------------------------------
1 | # Sprite Editor
2 |
3 | The sprite editor is the first thing you will see when you create a
4 | [new sprite](new-sprite.md):
5 |
6 | 
7 |
8 | On the sprite editor you can:
9 |
10 | 1. [Draw](drawing.md) with mouse clicks or a stylus/pen, or with one
11 | finger on a Windows Surface device.
12 | 1. [Zoom](zoom.md) with the mouse wheel or with a pinch-like gesture
13 | on a MacBook trackpad or the Windows Surface screen.
14 | 1. You can also scroll/pan with the mouse wheel and Shift key, or
15 | using two fingers in the MacBook trackpad or on Windows Surface
16 | screen.
17 |
18 | ### Preferences
19 |
20 | You can customize the Sprite Editor behavior from [*Edit > Preferences > Editor*](preferences.md#editor).
21 |
22 | ---
23 |
24 | **SEE ALSO**
25 |
26 | [Sprite](sprite.md) |
27 | [Timeline](timeline.md) |
28 | [Workspace](workspace.md) |
29 | [Basics](basics.md)
30 |
--------------------------------------------------------------------------------
/tags.md:
--------------------------------------------------------------------------------
1 | # Tags
2 |
3 | A tag indicates an animation of your sprite. Using several tags you
4 | can organize different animations of your sprite:
5 |
6 |
7 |
8 | To create a tag you can [select a range](range.md) of frames and use the *Frame >
9 | Tags > New Tag* menu option, or right-click the range and select *New
10 | Tag*, or press the *F2* key two times, i.e. the first time will create
11 | a [*"Loop"* tag](loop.md), the second time you press F2 will show the tag
12 | properties so you can change its name, etc.:
13 |
14 |
15 |
16 | The most interesting property of a tag is the *"Animation Direction"*,
17 | where you can specify three different modes to play the tag:
18 | *Forward*, *Reverse*, or *Ping-pong*.
19 |
20 | ---
21 |
22 | **SEE ALSO**
23 |
24 | [Animation](animation.md) |
25 | [Sprite](sprite.md)
26 |
--------------------------------------------------------------------------------
/menu-bar.md:
--------------------------------------------------------------------------------
1 | # Menu Bar
2 |
3 | The Aseprite menu bar is the menu at the top of the [main window](workspace).
4 |
5 | 
6 |
7 | You can access the main functionality of Aseprite from this menu.
8 | Pressing Alt+underscored letter will open the given menu,
9 | e.g. Alt+F will open the *File* menu. After that you can
10 | press an underscored key to access submenus. E.g. Alt+F and
11 | then N will access *File > New* menu option.
12 |
13 | On macOS this bar is hidden by default as you can use the macOS menu
14 | at the top of the screen:
15 |
16 | 
17 |
18 | Anyway you can show the Aseprite menu bar by checking the [*Edit >
19 | Preferences > General > Show Aseprite menu
20 | bar*](preferences.md#general) option.
21 |
22 | ---
23 |
24 | **SEE ALSO**
25 |
26 | [Workspace](workspace.md) |
27 | [Preferences](preferences.md)
28 |
--------------------------------------------------------------------------------
/move-selection.md:
--------------------------------------------------------------------------------
1 | # Move Selection
2 |
3 | After [selecting](selecting.md) a part of the [active cel](cel.md),
4 | you can move the selected area of pixels dragging-and-dropping with
5 | the mouse or using the arrow keys:
6 |
7 | 
8 |
9 | If you are moving a region of pixels from the
10 | [background layer](layers.md#background-layer) the selection will be
11 | cleared with the active
12 | [background color](color-bar.md#background-color). If you move a
13 | transparent layer, the region will be cleared with the transparent
14 | color.
15 |
16 | When moving a selection, you can find transform options in the [context bar](context-bar.md).
17 |
18 | 
19 |
20 | - X-position
21 | - Y-position
22 | - Width
23 | - Height
24 | - Rotation
25 | - Skew
26 |
27 | These values can be edited through the context bar or by [transforming](transformations.md).
28 |
29 |
30 |
31 |
32 |
--------------------------------------------------------------------------------
/extensions/dithering-matrices.md:
--------------------------------------------------------------------------------
1 | # Extensions: Dithering Matrices
2 |
3 | Content a `.aseprite-extension` file for a dithering matrix extension:
4 |
5 | ```
6 | dithering-matrix-example.aseprite-extension
7 | |
8 | +-- package.json
9 | |
10 | +-- matrix1.png
11 | +-- matrix2.png
12 | +-- ...
13 | ```
14 |
15 | Content of `package.json` file:
16 |
17 | ```json
18 | {
19 | "name": "my-matrices",
20 | "displayName": "My Dithering Matrices",
21 | "description": "Dithering matrices created by ...",
22 | "version": "1.0",
23 | "publisher": "yournickname",
24 | "contributes": {
25 | "ditheringMatrices": [
26 | {
27 | "id": "matrix1",
28 | "name": "Matrix 1",
29 | "path": "./matrix1.png"
30 | },
31 | {
32 | "id": "matrix2",
33 | "name": "Matrix 2",
34 | "path": "./matrix2.png"
35 | }
36 | ...
37 | ]
38 | }
39 | }
40 | ```
41 |
42 | ---
43 |
44 | **SEE ALSO**
45 |
46 | [Extensions](extensions.md)
47 |
--------------------------------------------------------------------------------
/drag-value.md:
--------------------------------------------------------------------------------
1 | # Drag Value
2 |
3 | Since **v1.3-beta12**, from *Edit > Keyboard Shortcuts > Drag Value*,
4 | you can configure a key to be pressed and move/drag the mouse in a
5 | specific direction (e.g. left/right or up/down) to change a specific
6 | value/parameter inside Aseprite until you release the key.
7 |
8 | By default, Ctrl+Alt is configured in such a way to
9 | increase/decrease the Brush Size moving the mouse from left to
10 | right/right to left:
11 |
12 | 
13 |
14 | The controls at the bottom indicates the direction of the increment
15 | (right) and the distance of pixels (4) that the mouse must travel to
16 | increment one unit (in this case one unit of the Brush Size).
17 |
18 | 
19 |
20 | ---
21 |
22 | **SEE ALSO**
23 |
24 | [Mouse Wheel](mouse-wheel.md) |
25 | [Keyboard Shortcuts](keyboard-shortcuts.md) |
26 | [Issue #3195](https://github.com/aseprite/aseprite/issues/3195)
27 |
--------------------------------------------------------------------------------
/transparent-color.md:
--------------------------------------------------------------------------------
1 | # Transparent Color
2 |
3 | In [RGB](color-mode.md#rgb) and [Grayscale](color-mode.md#grayscale)
4 | sprites, transparent pixels are colors with `Alpha=0`, but in
5 | [Indexed](color-mode.md#indexed) color mode, there exist one specific
6 | and special index in the palette that will represent the transparent
7 | color for [transparent layers](layers.md#transparent-layers):
8 |
9 | 
10 |
11 | This means that pixels that refer to this specific index in the layer
12 | will not be visible (and only the background layer can show the
13 | "transparent color" as a solid color).
14 |
15 | You can change the transparent color using middle mouse button in the
16 | [color bar](color-bar.md), or
17 | going to [*Sprite > Properties*](sprite-properties.md) menu option.
18 |
19 | ---
20 |
21 | **SEE ALSO**
22 |
23 | [Color](color.md) |
24 | [Color Mode](color-mode.md) |
25 | [Sprite Properties](sprite-properties.md)
26 |
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/new-sprite.md:
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1 | # New Sprite
2 |
3 | You can create a new sprite from *File > New* menu (Ctrl+N or ⌘N).
4 |
5 | 
6 |
7 | Here you select the sprite:
8 |
9 | * dimension (in pixels),
10 | * its [color mode](color-mode.md), and
11 | * the default background color.
12 |
13 | The sprite is created with a specific [palette by default](default-palette.md).
14 |
15 | ### Math in Numeric Fields
16 |
17 | [Numeric fields](numeric-field.md) like *Width* and *Height* can evaluate little math expressions:
18 |
19 | 
20 |
21 | ## New Sprite from Selection
22 |
23 | You can create a new sprite from the active selection using
24 | *Edit > New Sprite from Selection* (Ctrl+Alt+N or ⌥⌘N):
25 |
26 | 
27 |
28 | ---
29 |
30 | **SEE ALSO**
31 |
32 | [Color Mode](color-mode.md) |
33 | [Default Palette](default-palette.md)
34 |
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/shading.md:
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1 | # Shading
2 |
3 | The shading [ink](ink.md) can be used to create shadows in our sprites. We can
4 | use left and right click to move colors between a gradient (given by
5 | the selected colors in the [color bar](color-bar.md)):
6 |
7 | 
8 |
9 | The steps to use this ink are:
10 |
11 | First of all we draw something to add light or shadows with a base
12 | color:
13 |
14 | 
15 |
16 | Then we select the "Shading" ink mode, and select a set of colors from
17 | the palette, including the previously selected base color. This
18 | gradient will act as shadows and light:
19 |
20 | 
21 |
22 | You can use left click to move colors to the left of the gradient:
23 |
24 | 
25 |
26 | Or you can use right click to move colors to the right:
27 |
28 | 
29 |
30 | ---
31 |
32 | **SEE ALSO**
33 |
34 | [Drawing](drawing.md) |
35 | [Ink](ink.md)
36 |
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/move-tool.md:
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1 | # Move Tool
2 |
3 | You can select the Move tool 
4 | with V key or using Ctrl key (or ⌘ on macOS).
5 |
6 | This tool is useful to move the *xy*-position of a [cel](cel.md).
7 |
8 | Notes:
9 |
10 | * You cannot move the Background layer.
11 | * Use Shift (⇧) key to lock x- or y-axis.
12 |
13 | ## Select and Move Layers
14 |
15 | When you use Ctrl (or ⌘) key and Left click, the Move tool is
16 | selected with the *Auto Select Layer* option checked:
17 |
18 | 
19 |
20 | This option allows you to select and move layers in a quickly way:
21 |
22 | 
23 |
24 | ## Move Multiple Cels
25 |
26 | You can move several cels at the same time using the timeline and the
27 | sprite editor together:
28 |
29 | 1. Select multiple cels in the timeline, and then
30 | 2. Move the cel in the sprite editor.
31 |
32 | 
33 |
--------------------------------------------------------------------------------
/cel.md:
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1 | # Cel
2 |
3 | A cel (from [celluloid](http://en.wikipedia.org/wiki/Cel)) is one
4 | image in a specific frame and layer, at a specific *xy*-coordinate in
5 | the canvas.
6 |
7 | 
8 |
9 | The difference between a frame and a cel, is that a frame is the set of
10 | cels for all layers in a specific time:
11 |
12 | 
13 |
14 | ## Move a Cel
15 |
16 | You can use the [Move tool](move-tool.md) to drag-and-drop the current
17 | cel in the canvas. Or you can use the [Timeline to move the cel](move-cels.md) to
18 | other layer/frame position.
19 |
20 | ## Change Opacity
21 |
22 | On [RGB](color-mode.md#rgb) images each cel has its own opacity
23 | level. You can use the slider at the status bar to modify its opacity:
24 |
25 | 
26 |
27 | You can do the same right-clicking a cel and selecting *Properties* option (or *Frame > Cel Properties* menu):
28 |
29 | 
30 |
31 | ----
32 |
33 | **SEE ALSO**
34 |
35 | [Linked Cels](linked-cels.md) |
36 | [Timeline](timeline.md)
37 |
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/linked-cels.md:
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1 | # Linked Cels
2 |
3 | Two cels are linked when they share their image and the *xy*-coordinate.
4 | Linked cels looks as follow in the [timeline](timeline.md):
5 |
6 | 
7 |
8 | When you modify one of these cels, all linked cels are modified. In
9 | this way you can propagate the same change into several
10 | frames. E.g. If you have a static background, you would prefer linked
11 | cels, so you can make changes just in one cel to view the change in
12 | the whole animation.
13 |
14 | To create linked cels you have to
15 | [copy cels](copy-cels.md)
16 | in a [continuous layer](continuous-layers.md)
17 | (i.e. a layer with the Continuous icon ).
18 |
19 | ## Unlink Cels
20 |
21 | There is a way to unlink cels using right-click and *Unlink* option in
22 | the timeline:
23 |
24 | 
25 |
26 | Unlinked cels will contain their own copy of the image. So now if you
27 | modify them the change will not be propagated to other cels.
28 |
29 | ---
30 |
31 | **SEE ALSO**
32 |
33 | [Continuous Layers](continuous-layers.md)
34 |
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/symmetry.md:
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1 | # Symmetry
2 |
3 | To paint symmetrical sprites, you can use the Symmetry options available
4 | from from *View > Symmetry Options* menu. This will show you
5 | the following buttons in the [context bar](context-bar.md):
6 |
7 | 
8 |
9 | *  Enables
10 | the Horizontal Symmetry
11 | *  Enables the
12 | Vertical Symmetry
13 | *  Shows a popup
14 | menu with a *Reset Symmetry to Center* option
15 |
16 | When you enable one symmetry axis (e.g. horizontal symmetry/vertical
17 | axis) you can drag-and-drop on-screen handles to configure the
18 | position of the axis:
19 |
20 | 
21 |
22 | Then just drawing will paint in both sides of the image:
23 |
24 | 
25 |
26 | You can put the axis in the middle of a pixel if you need to:
27 |
28 | 
29 |
30 | ---
31 |
32 | **SEE ALSO**
33 |
34 | [Drawing](drawing.md)
35 |
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/zoom.md:
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1 | # Zoom tool
2 |
3 | You can zoom with the  (Z
4 | key) using Left click and Right click to zoom-in
5 | and zoom-out respectively. Or pressing the left mouse button, and
6 | dragging the mouse from left to right to zoom-in, or right to left to
7 | zoom-out.
8 |
9 | You can also see/change the zoom level from the status bar slider:
10 |
11 | 
12 | 
13 |
14 | Or using other alternatives:
15 |
16 | * With keys 1, 2, 3, 4,
17 | 5, 6 (those above the QWERTY keys), to change the zoom to
18 | 100%, 200%, 400%, 800%, 1600%, 3200% respectively.
19 | * The mouse wheel ([details](https://github.com/aseprite/aseprite/issues/2896)).
20 | * Or since **v1.3-beta12**, you can [configure a key](drag-value.md)
21 | to zoom pressing a key (and hold it down) and move the mouse in a
22 | specific direction.
23 |
24 | ---
25 |
26 | **SEE ALSO**
27 |
28 | [Drawing](drawing.md) |
29 | [Drag Value](drag-value.md) |
30 | [Mouse Wheel Behavior](https://github.com/aseprite/aseprite/issues/2896)
31 |
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/extensions/languages.md:
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1 | # Extensions: Languages
2 |
3 | This is an example of a possible extension to translate Aseprite to
4 | Spanish. The content a `.aseprite-extension` file for a language
5 | extension can be something like this:
6 |
7 | ```
8 | spanish-language.aseprite-extension
9 | |
10 | +-- package.json
11 | +-- es.ini
12 | ```
13 |
14 | Content of `package.json`, e.g.:
15 |
16 | ```
17 | {
18 | "name": "spanish-language",
19 | "displayName": "Spanish Translation",
20 | "description": "Translation to Spanish Example by Full Name",
21 | "version": "1.0",
22 | "author": { "name": "Full Name", "url": "https://twitter.com/your_username_or_homepage_url" },
23 | "categories": [
24 | "Languages"
25 | ],
26 | "contributes": {
27 | "languages": [
28 | { "id": "es",
29 | "path": "./es.ini",
30 | "displayName": "Español" }
31 | ]
32 | }
33 | }
34 | ```
35 |
36 | The `contributes.languages.displayName` property was introduced in
37 | **Aseprite v1.3-rc5** to show the language instead of the language code/ID
38 | (e.g. `es`) in the *Edit > Preferences > General > Language* combobox.
39 |
40 | For the `contributes.languages.id` use an [ISO 639-1 language code](https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes).
41 |
42 | ---
43 |
44 | **SEE ALSO**
45 |
46 | [Extensions](extensions.md)
47 |
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/workspace.md:
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1 | # Workspace
2 |
3 | You should become familiar with these window elements:
4 |
5 |
6 |
7 | The most important elements are the
8 | [sprite editor](sprite-editor.md), the
9 | [timeline](timeline.md), the [color bar](color-bar.md),
10 | and the [preview window](preview-window.md).
11 | Other familiar elements are the [menu bar](menu-bar.md) and
12 | the [tool bar](tool-bar.md). The [status bar](status-bar.md) also gives you valuable
13 | information about the current sprite.
14 |
15 | The timeline is not visible by default, you can make it visible with the
16 | *View > Timeline* menu option or Tab key. (It also pops up
17 | automatically when you add a new frame or a new layer.)
18 |
19 | ## Drag and drop tabs
20 |
21 | You can drag-and-drop tabs to any side of the sprite editor window or
22 | duplicate them using the Ctrl or Alt keys along
23 | with the Left Mouse Button:
24 |
25 | 
26 |
27 | ---
28 |
29 | **SEE ALSO**
30 |
31 | [Color Bar](color-bar.md) |
32 | [Context Bar](context-bar.md) |
33 | [Sprite Editor](sprite-editor.md) |
34 | [Status Bar](status-bar.md) |
35 | [Tabs](tabs.md) |
36 | [Timeline](timeline.md) |
37 | [Tool Bar](tool-bar.md) |
38 | [Menu Bar](menu-bar.md)
39 |
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/continuous-layers.md:
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1 | # Continuous Layers
2 |
3 | The continuous icon  indicates what kind
4 | of [cels](cel.md) you prefer when they are copied.
5 | It modifies the behavior of certain commands like
6 | [New Frame](new-frame.md),
7 | [Copy Frames](copy-frames.md), or [Copy Cels](copy-cels.md).
8 |
9 | There are two possible states:
10 |
11 | 1.  This layer is a normal layer (with discontinuous cels): new cels will be created unlinked (cels are copied).
12 | 1.  This layer is continuous: new cels are created in a [linked way](linked-cels.md).
13 |
14 | Generally you will prefer continuous cels for [background layers](layers.md#background-layer) (with static content),
15 | and discontinuous mode in layers that have a different cel on each frame:
16 |
17 | 
18 |
19 | This option can be switched depending on the specific situation you
20 | are working on. Modifying the option doesn't change current cels,
21 | so it only affects future operations.
22 |
23 | ---
24 |
25 | **SEE ALSO**
26 |
27 | [Linked Cels](linked-cels.md) |
28 | [Layers](layers.md) |
29 | [New Frame](new-frame.md) |
30 | [Copy Frames](copy-frames.md) |
31 | [Timeline](timeline.md)
32 |
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/eyedropper.md:
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1 | # Eyedropper
2 |
3 | The Eyedropper tool 
4 | is useful to pick colors from the image itself. It can be activated
5 | moving the mouse on the Eraser icon in the toolbar:
6 |
7 | 
8 |
9 | Alternatively you can activate it pressing the `I` key or `Alt+click`.
10 | Using `Left click` will pick the color and store it as the
11 | [Foreground color](color-bar.md#foreground-color), using
12 | the `Right click` it will be stored as
13 | the [Background color](color-bar.md#background-color).
14 |
15 | You have some extra options in the [context bar](context-bar.md):
16 |
17 | * Options to pick HSV or HSL values instead of RGB values:
18 |
19 | 
20 |
21 | * Pick colors from the *All Layers* (the composition of layers), the
22 | *Current Layer* only without composition (ignoring the layer
23 | blending modes), or *First Reference Layer* to pick colors from the
24 | first reference layer that is found.
25 |
26 | 
27 |
28 | ## Pick colors with right click
29 |
30 | You can configure the `Right click` to pick colors from
31 | [Edit > Preferences > Editor](right-click.md).
32 |
33 | ---
34 |
35 | **SEE ALSO**
36 |
37 | [Color bar](color-bar.md) |
38 | [Right-click](right-click.md)
39 |
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/extensions/keys.md:
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1 | # Extensions: Keys
2 |
3 | Since **Aseprite v1.2.35** you can create extensions with keyboard
4 | shortcuts. The content of a `.aseprite-extension` file for an
5 | extension with keyboard shorcuts should be something like this:
6 |
7 | ```
8 | keys-example.aseprite-extension
9 | |
10 | +-- package.json
11 | |
12 | +-- my-keys.aseprite-keys
13 | ```
14 |
15 | Content of `package.json`:
16 |
17 | ```
18 | {
19 | "name": "my-keys-example",
20 | "displayName": "My Keys Example",
21 | "description": "Keys to do something",
22 | "version": "1.0",
23 | "author": { "name": "Full Name", "url": "https://twitter.com/your_username_or_homepage_url" },
24 | "categories": [
25 | "Keys"
26 | ],
27 | "contributes": {
28 | "keys": [
29 | { "id": "my-keys", "path": "./my-keys.aseprite-keys" }
30 | ]
31 | }
32 | }
33 | ```
34 |
35 | **Example** content of `my-keys.aseprite-keys` (a file similar to
36 | [user.aseprite-keys](https://www.aseprite.org/docs/files/#useraseprite-keys)
37 | in the [Preferences folder](https://www.aseprite.org/docs/preferences/) that
38 | can be created / exported from [Edit > Keyboard Shortcuts](keyboard-shortcuts.md)):
39 |
40 | ```
41 |
42 |
6 |
7 | It shows the [layers](layers.md) and frames of the active sprite. You can use the
8 | *View > Timeline* menu option or press the Tab key to show or hide
9 | it. It also appears automatically when you create a [new Frame](new-frame.md) or
10 | [Layer](new-layer.md). (This behavior can be disable from *Edit > Options > Timeline >
11 | Show timeline automatically*.)
12 |
13 | You can use *Layer > New Layer* menu (Shift+N) to create new layers
14 | or *Frame > New Frame* menu (Alt+N) to add frames.
15 |
16 | ### Common Operations
17 |
18 | * [Layers](layers.md):
19 | * [Move layers](move-layers.md)
20 | * [Copy layers](copy-layers.md)
21 | * [Frames](animation.md):
22 | * [Move frames](move-frames.md)
23 | * [Copy frames](copy-frames.md)
24 | * [Cels](cel.md):
25 | * [Move cels](move-cels.md)
26 | * [Copy cels](copy-cels.md)
27 | * [Tags](tags.md):
28 | * [Loop section](loop.md)
29 | * [Focus tag](focus-tag.md)
30 |
31 | ## Preferences
32 |
33 | You can configure the Timeline pressing
34 | the  button.
35 |
36 | Some options:
37 |
38 | 1. [Onion Skinning](onion-skinning.md)
39 | 1. [First frame as 0](https://community.aseprite.org/t/3895/2) (or any other number)
40 |
41 | ## Copy between documents
42 |
43 | You can copy and paste layers, frames, or cels between different
44 | documents using *Edit > Copy* and *Edit > Paste*.
45 |
46 | 
47 |
48 | ---
49 |
50 | **SEE ALSO**
51 |
52 | [Animation](animation.md) |
53 | [Onion Skinning](onion-skinning.md) |
54 | [Layers](layers.md) |
55 | [Cel](cel.md) |
56 | [Tags](tags.md)
57 |
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/sprite.md:
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1 | # Sprite structure
2 |
3 | In Aseprite a document/file/sprite has the following properties:
4 |
5 | 1. It has a [size](sprite-size.md) in pixels (width and height).
6 | 1. It has a [color mode](color-mode.md), which tells you how many
7 | colors the image can handle. All images in the sprite are in one
8 | specific mode, you cannot mix RGB images with Indexed images in the
9 | same sprite.
10 | 1. A [color profile](color-profile.md) which indicates what color space the RGB values are in.
11 | 1. It contains a set of layers. You can see them in
12 | the [Timeline](timeline.md). The most important concept here is
13 | that there are two kinds of layers:
14 | the [background layer](layers.md#background-layer) for opaque sprites, and
15 | [transparent layers](layers.md#transparent-layers).
16 | A sprite can contain only one background layer, but several
17 | transparent layers.
18 | 1. It contains animation frames. Each frame has a duration, i.e. how many milliseconds
19 | the frame must be on screen when the animation is being played.
20 | 1. Each layer/frame intersection is called a [cel](cel.md),
21 | and contains the image where you finally can [paint](drawing.md).
22 |
23 | The [timeline](timeline.md) shows you the whole structure of the
24 | sprite as a grid. Rows are layers and columns are frames, each
25 | little cell of the matrix is a [cel](cel.md):
26 |
27 |
28 |
29 | You can see some extra elements like [tags](tags.md) and [linked
30 | cels](linked-cels.md). These elements are useful to organize several
31 | animations of the same sprite, and to re-utilize frames along the
32 | animations (or different animations).
33 |
34 | ---
35 |
36 | **SEE ALSO**
37 |
38 | [Color Mode](color-mode.md) |
39 | [Save](save.md) |
40 | [Sprite size](sprite-size.md)
41 |
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/animation.md:
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1 | # Animation
2 |
3 | Aseprite's main goal is to be a tool to create animations. The
4 | [timeline](timeline.md) gives you total control over frames,
5 | [layers](layers.md), and [cels](cel.md).
6 |
7 | The general workflow is:
8 |
9 | 1. You [draw](drawing.md) the first frame
10 | 1. Then you [add new frames](new-frame.md) (e.g. pressing Alt+N) and continue drawing them
11 | 1. You can navigate frames using Left and Right arrow keys (or , and .) to
12 | go to the previous or next frames respectively
13 | 1. You can [preview the animation](preview-window.md) using
14 | the Play button  or pressing Enter key
15 | 1. You can [tag](tags.md) a range of frames for future reference or to separate
16 | different animations of the same sprite
17 |
18 | There are some extra tools like
19 | the [Preview Window](preview-window.md) and [Onion Skinning](onion-skinning.md) that
20 | will make your life a lot easier to animate.
21 |
22 | ### Common Operations
23 |
24 | 1. [Add a new frame copying the current one](new-frame.md)
25 | 1. [Add a new empty frame](new-frame.md#new-empty-frame)
26 | 1. [Copy frames](copy-frames.md) or [cels](copy-cels.md)
27 | 1. [Move frames](move-frames.md) or [cels](move-cels.md)
28 | 1. Remove frames
29 | 1. [Reuse frames](linked-cels.md)
30 | 1. [Tag several frames](tags.md)
31 | 1. [Change the duration of a specific frame](frame-duration.md)
32 | 1. [Copy layers/frames/cels between files](timeline.md#copy-between-documents)
33 | 1. [Loop a section](loop.md)
34 | 1. [Reverse frames](reverse-frames.md)
35 |
36 | ### Onion Skinning
37 |
38 | See the [Onion Skinning](onion-skinning.md) section.
39 |
40 | ---
41 |
42 | **SEE ALSO**
43 |
44 | [Timeline](timeline.md) |
45 | [Onion Skinning](onion-skinning.md) |
46 | [Continuous Layers](continuous-layers.md) |
47 | [Tags](tags.md)
48 |
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/ink.md:
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1 | # Ink
2 |
3 |
4 |
5 | The ink modifies the way the [active tool](tool-bar.md) paints. The
6 | default ink is the *Simple Ink*.
7 |
8 | ## Simple Ink
9 |
10 | It acts in the following way:
11 |
12 | 1. If the [foreground color](color-bar.md#foreground-color) is opaque
13 | (alpha = 255 = 100%), it paints with the given opaque color.
14 | 1. If the color has alpha (0 < alpha < 255), it composite the color
15 | with the layer surface.
16 | 1. If the color is transparent (alpha = 0, Mask color), the tool acts
17 | like an Eraser.
18 |
19 | ## Alpha Compositing
20 |
21 | It merges the [foreground color](color-bar.md#foreground-color) with
22 | the layer surface depending on the alpha value of the foreground color:
23 |
24 | 1. If alpha = 255 = 100%, the foreground color will be completely opaque.
25 | 1. If alpha = 128 = 50%, the foreground color is merged 50% with the layer surface color.
26 | 1. If alpha = 0 = 0%, the painting has no effect because the color is completely transparent.
27 |
28 | ## Copy Alpha+Color
29 |
30 | It replaces the layer surface pixels with the active foreground color
31 | with its alpha value. It doesn't make any kind of alpha compositing,
32 | it just takes the active color and put it exactly as it is in the
33 | destination pixel.
34 |
35 | E.g. In this case, if alpha = 128 = 50%, the final color will be the
36 | same as the foreground color with alpha = 128, ignoring the layer
37 | surface.
38 |
39 | ## Lock Alpha
40 |
41 | In this case the original alpha values from the layer surface are
42 | kept, and only the RGB color components are replaced from the
43 | foreground color.
44 |
45 | ## Shading
46 |
47 | See the [shading section](shading.md) for more information about this
48 | special ink for pixel-art.
49 |
50 | ---
51 |
52 | **SEE ALSO**
53 |
54 | [Drawing](drawing.md) |
55 | [Shading](shading.md) |
56 | [Context Bar](context-bar.md)
57 |
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/color-bar.md:
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1 | # Color bar
2 |
3 | The color bar shows the palette for the active sprite:
4 |
5 | 
6 |
7 | Each color can be identified by its index, starting from 0 to 255.
8 |
9 | With Left click you can select the foreground color, and with Right click
10 | the background color. With the X key you can swap these colors.
11 |
12 | Depending on the active sprite [color mode](color-mode.md):
13 |
14 | * On Indexed images, the color bar shows all the available colors to
15 | be used in the sprite. You cannot use colors that are not present in
16 | the palette, except by modifying the palette itself with
17 | the `Edit Palette` button or F4 key.
18 |
19 | * On RGB images the color bar shows a palette of colors to pick from,
20 | but the sprite doesn't depend on the palette, you can modify it and
21 | the sprite will look the same. This means you are free to use colors
22 | inside the sprite that aren't present in the palette.
23 |
24 | ## Foreground Color
25 |
26 | Color used to draw with the Left click. If you click the button you
27 | will see a popup window to select colors using
28 | [RGB](http://en.wikipedia.org/wiki/RGB_color_model) or
29 | [HSB](http://en.wikipedia.org/wiki/HSL_and_HSV) sliders:
30 |
31 | 
32 |
33 | The little warning icon  can be
34 | pressed to add the color to the palette if it's not present:
35 |
36 | 
37 |
38 | ## Background Color
39 |
40 | Color used to draw with the Right click.
41 |
42 | This color is also used to clear the `Background` layer in several situations:
43 |
44 | * When the selection is cleared (*Edit > Clear* menu), or
45 | * When a new empty frame is added (*Frame > New Empty Frame* menu)
46 | * When a transparent layer is converted to Background (*Layer > Background from Layer* menu)
47 |
48 | ---
49 |
50 | **SEE ALSO**
51 |
52 | [Color](color.md)
53 |
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/dynamics.md:
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1 | # Dynamics
2 |
3 | The brush dynamics menu can dynamically change the size, shape, or gradient of a brush stroke. It is most useful when using Aseprite with a pen, but you can also use it with a mouse.
4 |
5 | When using any painting tool, you can access the dynamics menu in the [context bar](context-bar.md).
6 |
7 | 
8 |
9 | Once opened, the menu looks like this:
10 |
11 | 
12 |
13 | The left column (Pressure) is for use with a pen, and the right (Velocity) is for use with a mouse.
14 |
15 | Only one of these can be selected per row. You can have multiple rows selected at once.
16 |
17 | ## Sensor Thresholds
18 |
19 | 
20 |
21 | The sensor threshold controls what an amount of pressure/velocity does to the stroke.
22 |
23 | Moving the handles to the right makes the smallest amount of pressure/velocity required greater, making the stroke less sensitive. Moving the handles to the left makes the smallest amount of pressure/velocity required smaller, making the stroke more sensitive.
24 |
25 | The spacing between the handles also affects sensitivity, with the handles being closer making the stroke more sensitive, and the handles being farther making the stroke less sensitive.
26 |
27 | ## Min/Max values
28 |
29 | 
30 |
31 | The minimum and maximum setting values set the bounds of the sensor threshold. For example, if the size setting was selected, and the min was `1` and the max was `16`, then the lowest amount of pressure/velocity would change the size to `1`, the highest to `16`, and any amount of pressure/velocity in between the highest and lowest would change the size to somewhere between `1` and `16`.
32 |
33 | ## Stabilizer
34 |
35 | The stabilizer toggle helps stabilize the stroke by drawing it a certain number of pixels away from the cursor.
36 |
37 | ----
38 |
39 | **SEE ALSO**
40 |
41 | [Context Bar](context-bar.md) |
42 | [Brushes](brushes.md)
43 |
44 |
45 |
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/mouse-wheel.md:
--------------------------------------------------------------------------------
1 | # Mouse Wheel
2 |
3 | The default mouse wheel behavior depends
4 | on the [*Edit > Preferences > Editor > Zoom with scroll wheel*](preferences.md#editor) option.
5 | Some of this behavior will change in a near future: [Issue #2896](https://github.com/aseprite/aseprite/issues/2896)
6 |
7 | As reference and only in this section, the following symbols have the given meaning:
8 |
9 | ⬆: the mouse wheel is moved up
10 | ⬇: the mouse wheel is moved down
11 |
12 | ## With *Zoom with scroll wheel*
13 |
14 | | Action | Windows | macOS |
15 | |---------------------|--------------------|--------------------|
16 | | Horz. Scroll Left | Shift+⬆ | Shift+⬇ |
17 | | Horz. Scroll Right | Shift+⬇ | Shift+⬆ |
18 | | Zoom In | ⬆ | ⬇ |
19 | | Zoom Out | ⬇ | ⬆ |
20 | | Increase Brush Size | Ctrl+⬇ | Ctrl+⬆ |
21 | | Decrease Brush Size | Ctrl+⬆ | Ctrl+⬇ |
22 |
23 | ## Without *Zoom with scroll wheel*
24 |
25 | | Action | Windows | macOS |
26 | |--------------------|--------------------|--------------------|
27 | | Scroll Up | ⬆ | ⬇ |
28 | | Scroll Down | ⬇ | ⬆ |
29 | | Horz. Scroll Left | Shift+⬆ | Shift+⬇ |
30 | | Horz. Scroll Right | Shift+⬇ | Shift+⬆ |
31 | | Zoom In | Ctrl+⬆ | Ctrl+⬇ |
32 | | Zoom Out | Ctrl+⬇ | Ctrl+⬆ |
33 |
34 | ## Customization
35 |
36 | From *Edit > Keyboard Shortcuts > Mouse Wheel* you can
37 | configure the mouse wheel behavior when some extra key is pressed:
38 |
39 | 
40 |
41 | ---
42 |
43 | **SEE ALSO**
44 |
45 | [Drag Value](drag-value.md) |
46 | [Keyboard Shortcuts](keyboard-shortcuts.md) |
47 | [Issue #2896](https://github.com/aseprite/aseprite/issues/2896)
48 |
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/drawing.md:
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1 | # Drawing
2 |
3 | You can draw in the [sprite editor](sprite-editor.md) using tools
4 | like the Pencil 
5 | (B key), you can use Left click to paint with the
6 | [Foreground color](color-bar.md) and the [active brush](brushes.md),
7 | or Right click to paint with the Background color.
8 | This is true for almost all painting tools.
9 |
10 | The tool behavior is also modified by the [active ink](ink.md)
11 | and [dynamics options](dynamics.md).
12 |
13 | The following is the list of available painting tools:
14 |
15 | *  Pencil (B key)
16 | *  Line (L key)
17 | *  Curve (Shift+L key)
18 | *  Rectangle (U key)
19 | *  Ellipse (Shift+U key)
20 | *  Countour (D key)
21 | *  Polygon (Shift+D key)
22 |
23 | Other tools that will help you in the drawing process:
24 |
25 | *  [Eraser](eraser.md) (E key)
26 | *  [Eyedropper](eyedropper.md) (Alt or I key)
27 | *  [Rectangular Marquee](selecting.md) (M key)
28 | *  [Move Cel](move-tool.md) (Ctrl or ⌘ or V key)
29 | *  [Slice](slices.md) (Shift+C key)
30 | *  [Zoom](zoom.md) (Z key)
31 |
32 | Some helpers for the drawing process:
33 |
34 | * [Preview Window](preview-window.md)
35 | * [Tiled Mode](tiled-mode.md)
36 | * [Symmetry](symmetry.md)
37 |
38 | ---
39 |
40 | **SEE ALSO**
41 |
42 | [Sprite Editor](sprite-editor.md) |
43 | [Brushes](brushes.md) |
44 | [Ink](ink.md) |
45 | [Dynamics](dynamics.md) |
46 | [Tool Bar](tool-bar.md) |
47 | [Move Tool](move-tool.md) |
48 | [Zoom Tool](zoom.md)
49 |
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/slices.md:
--------------------------------------------------------------------------------
1 | # Slices
2 |
3 | With the Slice tool 
4 | (Shift+C key) you can indicate regions of your sprite and
5 | assign a name/label to that region with some extra user defined
6 | information. There is support to specify
7 | [9-slices](https://en.wikipedia.org/wiki/9-slice_scaling)/9-patches
8 | information.
9 |
10 | With this tool you can:
11 |
12 | 1. Create a new slice marking a rectangular region pressing the mouse
13 | button, dragging the mouse, and releasing the button.
14 | 1. If the marked rectangle touches existing slices, those slices will
15 | be selected.
16 | 1. You can drag-and-drop a set of selected slices to move them to
17 | other place. Or you can resize the whole set of slices dragging
18 | from the corners or edges.
19 | 1. After selecting some slices you can delete them pressing the Delete
20 | key or *Edit > Delete* menu option.
21 | 1. Double-clicking a slice you will see the [Slice
22 | Properties](#slice-properties) dialog.
23 |
24 | ## Slice Properties
25 |
26 | If you double-click a slice, you will see its properties:
27 |
28 | 
29 |
30 | Here you can specify:
31 |
32 | 1. the bounds of the slice in the canvas
33 | 1. a 9-slices property to specify an internal rectangle to sub-divide the bounds into sub-slices
34 | 1. a pivot to specify the central/base location of the sprite inside the slice
35 |
36 | ## Exporting Slices
37 |
38 | You can export each slice as a different sprite using the
39 | [--split-slice option](cli.md/#split-slices).
40 |
41 | You can also export the slice information in a sprite sheet JSON using
42 | the [--data option](cli.md/#data) or the *File > Export Sprite Sheet*
43 | menu option with the JSON output checked. This is an example of the exported data:
44 |
45 | ```json
46 | { ...
47 | "meta": {
48 | ...
49 | "slices": [
50 | { "name": "Button-patch",
51 | "color": "#0000ffff",
52 | "keys": [{ "frame": 0,
53 | "bounds": {"x": 118, "y": 118, "w": 20, "h": 21 },
54 | "center": {"x": 5, "y": 5, "w": 10, "h": 9 } }] }
55 | ]
56 | }
57 | ```
58 |
59 | ---
60 |
61 | **SEE ALSO**
62 |
63 | [Drawing](drawing.md)
64 |
--------------------------------------------------------------------------------
/wintab.md:
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1 | # Wintab
2 |
3 | Wintab (`WinTab32.dll`) is an ancient API created by Wacom to
4 | communicate tablet-like devices with Windows programs. Before Windows 8,
5 | this was the "de facto" standard used to access pressure
6 | information from tablets created by Wacom and other brands. Since
7 | Windows 8, Microsoft introduced a new official API: the Pointer
8 | API/Windows Ink.
9 |
10 | Since **Aseprite v1.2.34** (and **v1.3-beta12**), as we've received a
11 | lot of crash reports related to buggy third-party `WinTab32.dll`s,
12 | we've switched to the Windows Pointer API by default. (The Wintab
13 | option is still available from the [Tablet options](tablet.md).)
14 |
15 | In previous versions of Aseprite, we tried to load this Wintab library
16 | initially, but it could cause the program to crash randomly. Sometimes
17 | you can solve this reinstalling drivers, restarting Windows, using the
18 | Pointer API from [Tablet options](tablet.md), or just disabling Wintab
19 | usage from *Edit > Preferences > Tablet* (or from *Edit > Preferences > Experimental* in older versions):
20 |
21 | 
22 |
23 | ## Aseprite doesn't start
24 |
25 | If you cannot even start the program, you can execute Aseprite with
26 | the `-disable-wintab` parameter (available since Aseprite v1.2):
27 |
28 | "C:\Program Files\Aseprite\Aseprite.exe" -disable-wintab
29 |
30 | This will avoid loading `WinTab32.dll` file. Your tablet might not
31 | work correctly, but at least Aseprite can be executed and used with
32 | your mouse/trackpad (or you can try the [Windows Pointer API](tablet.md)).
33 |
34 | ## Steam
35 |
36 | On Steam you can add the `-disable-wintab` option in the Aseprite launch options:
37 |
38 | 1. Right-click Aseprite in your Steam library and open its "Properties":
39 |
40 | 
41 |
42 | 2. Click the "Set Launch Options" button:
43 |
44 | 
45 |
46 | 3. Add the `-disable-wintab` option and press "OK":
47 |
48 | 
49 |
50 | ---
51 |
52 | **SEE ALSO**
53 |
54 | [Tablet](tablet.md) |
55 | [Troubleshooting](troubleshooting.md)
56 |
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/troubleshooting.md:
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1 | # Troubleshooting
2 |
3 | If you have a problem starting Aseprite (e.g. it starts and closes
4 | inmediately), you can try:
5 |
6 | 1. [Reset your preferences](reset-preferences.md)
7 | 1. Use the [debug option](debug.md), this generates a `Aseprite-v1.2-DebugOutput.txt` file
8 | 1. Windows only: Check if the last line of the generated
9 | `Aseprite-v1.2-DebugOutput.txt` file says:
10 | `PEN: Wintab library loaded`. If that is the case, try [disabling Wintab](wintab.md).
11 | 1. In other case, contact us at
12 | [support@aseprite.org](mailto:support@aseprite.org) with the
13 | `Aseprite-v1.2-DebugOutput.txt` file.
14 |
15 | You might also try to find your problem on:
16 |
17 | * [Aseprite Community](https://community.aseprite.org)
18 | * [Steam General Discussion forum](http://steamcommunity.com/app/431730/discussions/0/)
19 | * [Steam Bug Reports forum](http://steamcommunity.com/app/431730/discussions/2/)
20 | * [Closed bugs on the GitHub](https://github.com/aseprite/aseprite/issues?utf8=%E2%9C%93&q=is%3Aissue%20is%3Aclosed%20%20label%3Abug)
21 |
22 | ## Crash/Data Lost
23 |
24 | In case of crash, you might be able to [recover some sprites](data-recovery.md).
25 |
26 | ## Tablet Problems
27 |
28 | In case your tablet (or the pressure of your tablet) doesn't work,
29 | please check the [tablet](tablet.md) page.
30 |
31 | ## macOS Rendering Problems
32 |
33 | Aseprite uses an asynchronous rendering
34 | on macOS ([CALayer's drawsAsynchronously](https://developer.apple.com/documentation/quartzcore/calayer/1410974-drawsasynchronously?language=objc)).
35 | Since Aseprite v1.2.20 you can disable this in case that you have some
36 | problems e.g. black rectangles in the screen (anyway the performance
37 | will drop significantly if you are using
38 | a [color profile](color-profile.md) like Display P3).
39 |
40 | To disable this:
41 | 1. Close Aseprite
42 | 2. Open `aseprite.ini` file in the [preferences folder](preferences-folder.md)
43 | 3. Search the `[general]` section and add this option `osx_async_view = false`
44 | ```
45 | [general]
46 | osx_async_view = false
47 | ```
48 | 4. Save the file and start Aseprite
49 |
50 | ---
51 |
52 | **SEE ALSO**
53 |
54 | [Reset Preferences](reset-preferences.md) |
55 | [Data Recovery](data-recovery.md) |
56 | [Debug](debug.md) |
57 | [Tablet](tablet.md)
58 |
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/overview.md:
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1 | # Aseprite Help
2 |
3 | Aseprite lets you create 2D animations for videogames. From sprites,
4 | to pixel-art, retro style graphics, and whatever you like about the
5 | [8-bit](https://en.wikipedia.org/wiki/Third_generation_of_video_game_consoles)
6 | and [16-bit](https://en.wikipedia.org/wiki/Fourth_generation_of_video_game_consoles) era.
7 |
8 | Here you will find some help, tutorials, and little tips to use
9 | Aseprite and start getting the best from it from the very
10 | beginning. If you have some questions you can start looking at the
11 | [Frequently Asked Questions](/faq/).
12 |
13 | To get started, you can print the [Quick Reference](/quickref/). It
14 | contains several keyboard shortcuts, so it could be handy to have it
15 | at your side.
16 |
17 | **[Basics](basics.md)**: General concepts, elements in the window, expected workflow, etc.
18 |
19 | * [Workspace](workspace.md)
20 | * [Workflow](workflow.md)
21 | * [Sprite](sprite.md)
22 |
23 | **[Image & Sprite](sprite.md)**:
24 |
25 | * [Create a new Sprite](new-sprite.md) or [Open an existing one](open.md)
26 | * [Resize Sprite](sprite-size.md)
27 | * [Color Mode](color-mode.md) & [Color Profile](color-profile.md)
28 | * [Save Your Work](save.md)
29 |
30 | **[Animation](animation.md)**: How to create animations & manipulate frames
31 |
32 | * [Onion Skinning](onion-skinning.md)
33 |
34 | **[Layers](layers.md)**: How to handle several layers to compose images
35 |
36 | **[Selecting](selecting.md)**: How to select
37 |
38 | **[Drawing](drawing.md)**: How to start drawing
39 |
40 | * [Zoom](zoom.md)
41 |
42 | **[Transformations](transformations.md)**:
43 |
44 | * [Flip](flip.md)
45 | * [Canvas](canvas.md)
46 | * [Resize](resize.md)
47 | * [Rotate](rotate.md)
48 |
49 | **[Exporting](exporting.md)**:
50 |
51 | * [Sprite Sheets](sprite-sheet.md)
52 | * [Command Line Interface (CLI)](cli.md)
53 |
54 | **[Customization](customization.md)**
55 |
56 | * [Preferences](preferences.md)
57 | * [Extensions](extensions.md)
58 | * [Scripting](scripting.md)
59 |
60 | **[Troubleshooting](troubleshooting.md)**:
61 |
62 | * [Data Recovery](data-recovery.md)
63 | * [Reset Preferences](reset-preferences.md)
64 | * [Debug Option](debug.md)
65 |
66 | ---
67 |
68 | **SEE ALSO**
69 |
70 | [Frequently Asked Questions](/faq/) |
71 | [Tutorial](/tutorial/)
72 |
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/tablet.md:
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1 | # Tablet
2 |
3 | ## Windows
4 |
5 | Since Windows 8, Microsoft introduced a new API to use your tablet
6 | with Windows programs: the pointer API. Since Aseprite v1.2.19.1 you
7 | can configure what API do you prefer to use:
8 |
9 | 
10 |
11 | * *Windows 8/10 Pointer API*: This option might be enough for most
12 | modern devices, you can give a try how your tablet works with this
13 | (might work better with this option than with Wintab)
14 | * *[Wintab](wintab.md)*: This is the default option at the moment to
15 | support pressure sensitivity on older systems (Windows Vista/7) and
16 | older devices.
17 | * *Wintab (direct packet processing)*: This option might not work well
18 | in some devices, but might be useful in other devices to avoid
19 | losing packets and getting smoother strokes.
20 |
21 | Pressing the *OK*/*Apply* buttons will change the tablet settings
22 | immediately, there is no need to restart the program.
23 |
24 | ## Linux/X11
25 |
26 | It looks like tablet/stylus/pen devices are detected by device
27 | name/brand name on X11, instead by device capabilities.
28 |
29 | There are some pre-defined IDs to detect a stylus, but it might not be
30 | enough (as it's indicated in
31 | [#3176](https://github.com/aseprite/aseprite/issues/3176))
32 |
33 | If Aseprite doesn't detect the pressure of your pen, since **Aseprite
34 | v1.2.35** you can try to do these steps:
35 |
36 | 1. Close Aseprite
37 | 2. Run `xinput --list` in a terminal/console
38 | 3. Check the output and see what device could be the one related to
39 | your stylus ([output example](https://github.com/aseprite/aseprite/issues/3176#issuecomment-1111799083))
40 | 4. Open `aseprite.ini` file in the [preferences folder](preferences-folder.md)
41 | 5. Search the `[general]` section and add the name of your stylus in a
42 | `x11_stylus_id` option (the name must appears just like in the
43 | first column of the `xinput --list` output):
44 | ```
45 | [general]
46 | x11_stylus_id = Your Stylus Name
47 | ```
48 | 6. Save the file and start Aseprite
49 |
50 | Please inform us if this does work for your case adding a new comment
51 | in [#3176](https://github.com/aseprite/aseprite/issues/3176)
52 | indicating the name of your device.
53 |
54 | ---
55 |
56 | **SEE ALSO**
57 |
58 | [Wintab](wintab.md) |
59 | [Troubleshooting](troubleshooting.md)
60 |
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/debug.md:
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1 | # Debug
2 |
3 | In case that you are having some problem running Aseprite, you can
4 | execute it with the `-debug` option in the command line.
5 |
6 | After running Aseprite, you will see that a
7 | `Aseprite-v1.2-DebugOutput.txt` file (or with a similar name) will
8 | be created in your desktop. You can send us that file at
9 | [support@aseprite.org](mailto:support@aseprite.org) so we can help us
10 | solving your specific problem.
11 |
12 | How to add the `-debug` parameter on:
13 |
14 | * [Windows](#windows)
15 | * [macOS](#macos)
16 | * [Steam](#steam)
17 |
18 |


