| name | adv-sprite |
| description | Produce/export game sprites (billboard atlases, viewmodels) with Aseprite via the ASEPRITE env var, so scripts stay machine-independent. Use when creating or batch-exporting sprite sheets, or setting up Aseprite CLI automation for the asset pipeline. |
adv-sprite — Aseprite sprite export
Aseprite is referenced via the ASEPRITE environment variable (User scope), not a hardcoded path, so
this works on any machine that sets it. Current value points at Aseprite.exe.
Prerequisite
ASEPRITE must be set. Check / set (PowerShell):
[Environment]::GetEnvironmentVariable("ASEPRITE","User")
# if empty:
[Environment]::SetEnvironmentVariable("ASEPRITE","C:\Program Files\Aseprite\Aseprite.exe","User")
A new shell picks it up. In bash it's "$ASEPRITE"; in PowerShell $env:ASEPRITE.
Batch-export a sprite sheet + metadata
"$ASEPRITE" -b sprites_src/skeleton.aseprite \
--sheet assets/sprites/skeleton.png \
--data assets/sprites/skeleton.json \
--sheet-type packed --list-tags
Conventions (see docs/ASSET_PIPELINE.md)
- Sprites are billboards: enemies get 8 facing directions × frames, packed into one atlas per enemy,
transparent background, consistent ground anchor.
- Point filtering + the fixed gothic palette. Run the palette-normalize step on any non-palette source.
- Output goes to
assets/ (gitignored — assets stay local for now); the build stages it next to the exe.
- Aseprite also scripts in Lua (
--script foo.lua) for custom batch pipelines if needed.