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A Cross Platform C# Library That Adds Support For Aseprite Files in MonoGame Projects.

Results 13 monogame-aseprite issues
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Aseprite Version 1.3 file format has changed. Importer/Processor needs to be updated to detect this change and handle file format appropriately

bug

Make it possible to edit animations, especially the IsOneShot parameter would be useful to edit. Currently I made a workaround where I duplicate an animation like this: ``` if (treeAnim.Animations.TryGetValue("anim",...

When I try to build a .ase file in my project when referencing this extension (I checked, it works without the .ase), I get the following error: `Unhandled exception. Microsoft.Xna.Framework.Content.ContentLoadException:...

needs research

This library seems to implement two separate pieces of functionality: - the monogame pipeline implementation, and - an Aseprite loader implementation. As a separate package, the loader implementation could serve...

Hello, I'm probably having an uncommon use case in my hands. I have an aseprite document with a single animation of 5 frames that I want it to run just...

Documentation

This was brought up on the discord server by Mooosik >I noticed that if I hide a layer in Aseprite, the layer will be hidden in Monogame aswell. Being able...

🆕 Feature Request
🍏 Help Wanted
🟩 Priority: Low
🔖 Status: On Hold

Currently the import process is designed for importing animations done in Aseprite. However, Aseprite can be used to create other types of assets like static images, such as background or...

Feature request

Add support for runtime importing of the files without the need to build first with the content pipeline.

Feature request

In order to facility allowing users to import and process files at runtime, need to look into changing the namespaces of both the `MonoGame.Aseprite` and `MonoGame.Aseprite.ContentPipeline` assemblies. > Currently all...

Feature request