aseprite | Animated sprite editor & pixel art tool | Game Engine library
kandi X-RAY | aseprite Summary
kandi X-RAY | aseprite Summary
Aseprite is a program to create animated sprites. Its main features are:.
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QUESTION
I'm building static C++ libs off of github. Specifically, the Skia-for-Aseprite libs (link is to the github page). I'm following the windows compilation instructions written up in the git repo's readme. The instructions have you compile the libs using LLVM/CLANG and the Ninja build system. Afterwards they work just fine when linked to a project in Visual Studio 2020 (my main IDE).
The problem is that the instructions only say how to compile RELEASE-build libs, whereas I need to compile DEBUG-build libs so that I can use the debugger in VS2020. So I changed the final commands to try and compile a DEBUG-build. I changed them from:
...ANSWER
Answered 2021-Dec-11 at 20:12I've found a solution! Apparently this solution is applicable to any LLVM DEBUG-built library to be used in Visual studio.
The line in my question that triggered the compile (which started with "gn gen") ends with:
extra_cflags=[""-MT""]"
To get the compiled library recognizable as DEBUG-mode in visual studio, the "-MT" needs to be changed to "-MTd".
The other changes listed in the question are most likely necessary too. Most notably:
- "is_debug=false" to "is_debug=true"
- "is_official_build=true" to "is_official_build=false"
QUESTION
Assume I have a C_1 = (255, 0, 0, 127)
filled sf::Texture
and a sf::RenderTexture
filled with C_2 = (0, 0, 0, 0)
. Then I call
ANSWER
Answered 2021-Nov-25 at 10:30The solution I ended up with: writing your own blend mode with glsl and using shaders. This way you can create and formulas without the need to think about how to bring it to sfml, because it already supports shaders, that can be easily passed to any draw call.
QUESTION
I am very new to Lua and am trying to write a short script using the Aseprite API.
The API uses the Image
object to represent images.
My understanding of OOP in Lua is that everything is simply a table. There are no classes or objects, just functions that return tables.
I thought, then that I would be able to view all the attributes of an Image
object just iterating through it using pairs(table)
.
ANSWER
Answered 2021-Mar-18 at 18:51From the Lua Reference Manual, like on page 1-2
There are eight basic types in Lua: nil, boolean, number, string, function, userdata, thread, and table.
The type userdata is provided to allow arbitrary C data to be stored in Lua variables. A userdata value represents a block of raw memory. There are two kinds of userdata: full userdata, which is an object with a block of memory managed by Lua, and light userdata, which is simply a C pointer value. Userdata has no predefined operations in Lua, except assignment and identity test. By using metatables, the programmer can define operations for full userdata values (see §2.4). Userdata values cannot be created or modified in Lua, only through the C API. This guarantees the integrity of data owned by the host program and C libraries.
So no, there is not just tables.
How might I print all attributes and method names available to me in this 'object'?
image is a ImageObj
, but Image
should be a table that provides functions that you can use on ImageObjs.
Try for k,v in pairs(Image) do print(k,v) end
Or simply refer to the API documentation.
https://github.com/aseprite/api/blob/master/api/image.md#image
QUESTION
Operating system: Linux
git version: 2.26.2
Git repo provider of my repo: gitlab
Repo provider of the failing submodules: Github
.gitmodules
...ANSWER
Answered 2020-Oct-04 at 22:00Just in case, make sure all submodules are initialized:
QUESTION
I've written this to find the paths of all the .aseprite files:
...ANSWER
Answered 2020-Oct-03 at 21:12use
print(x, f, "===", docs)
instead of
print(x, f, "===", os.path.dirname(docs))
QUESTION
I am trying to compile aseprite on 64-bit Windows and using CMake and Ninja to compile it
When I am running CMake I see that it is using MINGW64 to make the build files, even though it is mentioned that MinGW is not supported. I tried writing -DCMAKE_IGNORE_PATH=C:\MinGW\bin
but it seemed to ignore it, and when running ninja aseprite
I get an error
GENERATION:
...ANSWER
Answered 2020-Jul-06 at 12:34I fixed this by changing the environment variable CC
to cl
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