kandi background
Explore Kits

aseprite | Animated sprite editor & pixel art tool | Game Engine library

 by   aseprite C++ Version: v1.3-beta14 License: No License

 by   aseprite C++ Version: v1.3-beta14 License: No License

Download this library from

kandi X-RAY | aseprite Summary

aseprite is a C++ library typically used in Gaming, Game Engine applications. aseprite has no bugs, it has no vulnerabilities and it has medium support. You can download it from GitHub.
Aseprite is a program to create animated sprites. Its main features are:.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • aseprite has a medium active ecosystem.
  • It has 16876 star(s) with 1482 fork(s). There are 415 watchers for this library.
  • There were 10 major release(s) in the last 12 months.
  • There are 1189 open issues and 1660 have been closed. On average issues are closed in 81 days. There are 19 open pull requests and 0 closed requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of aseprite is v1.3-beta14
aseprite Support
Best in #Game Engine
Average in #Game Engine
aseprite Support
Best in #Game Engine
Average in #Game Engine

quality kandi Quality

  • aseprite has 0 bugs and 0 code smells.
aseprite Quality
Best in #Game Engine
Average in #Game Engine
aseprite Quality
Best in #Game Engine
Average in #Game Engine

securitySecurity

  • aseprite has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • aseprite code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
aseprite Security
Best in #Game Engine
Average in #Game Engine
aseprite Security
Best in #Game Engine
Average in #Game Engine

license License

  • aseprite does not have a standard license declared.
  • Check the repository for any license declaration and review the terms closely.
  • Without a license, all rights are reserved, and you cannot use the library in your applications.
aseprite License
Best in #Game Engine
Average in #Game Engine
aseprite License
Best in #Game Engine
Average in #Game Engine

buildReuse

  • aseprite releases are available to install and integrate.
  • It has 5882 lines of code, 0 functions and 61 files.
  • It has low code complexity. Code complexity directly impacts maintainability of the code.
aseprite Reuse
Best in #Game Engine
Average in #Game Engine
aseprite Reuse
Best in #Game Engine
Average in #Game Engine
Top functions reviewed by kandi - BETA

Coming Soon for all Libraries!

Currently covering the most popular Java, JavaScript and Python libraries. See a SAMPLE HERE.
kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.

aseprite Key Features

Sprites are composed of layers & frames as separated concepts.

Support for color profiles and different color modes: RGBA, Indexed (palettes up to 256 colors), Grayscale.

Animation facilities, with real-time preview and onion skinning.

Export/import animations to/from sprite sheets, GIF files, or sequence of PNG files (and FLC, FLI, JPG, BMP, PCX, TGA).

Multiple editors support.

Layer groups for organizing your work, and reference layers for rotoscoping.

Pixel-art specific tools like Pixel Perfect freehand mode, Shading ink, Custom Brushes, Outlines, Wide Pixels, etc.

Other special drawing tools like Pressure sensitivity, Symmetry Tool, Stroke and Fill selection, Gradients.

Tiled mode useful to draw patterns and textures.

Transform multiple frames/layers at the same time.

Lua scripting capabilities.

CLI - Command Line Interface to automatize tasks.

Quick Reference / Cheat Sheet keyboard shortcuts (customizable keys and mouse wheel).

Reopen closed files and recover data in case of crash.

Undo/Redo for every operation and support for non-linear undo.

More features & tips

Git submodule fails with Could not access submodule

copy iconCopydownload iconDownload
git submodule update --init --recursive
git -c trace2.eventTarget=1 pull --recurse-submodules=true
-----------------------
git submodule update --init --recursive
git -c trace2.eventTarget=1 pull --recurse-submodules=true

Why this os loop doesn't print out the full paths of all of the files and just gives some of them?

copy iconCopydownload iconDownload
import os
x = 0
print(os.getcwd())
os.chdir("<your dir/path>")
for docs, subs, files in os.walk(os.getcwd()):
    for f in files:
        if f.endswith(".aseprite"):
            x += 1
            print(x, f, "===", docs)```

Force CMake to use MSVC with Ninja

copy iconCopydownload iconDownload
set CC=cl

Community Discussions

Trending Discussions on aseprite
  • Skia-for-Aseprite libs: how to compile for a DEBUG-build project in Visual Studio?
  • SFML blending mode to interpolate colors with alpha
  • Lua objects not just tables?
  • Git submodule fails with Could not access submodule
  • Why this os loop doesn't print out the full paths of all of the files and just gives some of them?
  • Force CMake to use MSVC with Ninja
Trending Discussions on aseprite

QUESTION

Skia-for-Aseprite libs: how to compile for a DEBUG-build project in Visual Studio?

Asked 2021-Dec-11 at 20:12

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:

gn gen out/Release-x64 --args="is_debug=false is_official_build=true skia_use_system_expat=false skia_use_system_icu=false skia_use_system_libjpeg_turbo=false skia_use_system_libpng=false skia_use_system_libwebp=false skia_use_system_zlib=false skia_use_sfntly=false skia_use_freetype=true skia_use_harfbuzz=true skia_pdf_subset_harfbuzz=true skia_use_system_freetype2=false skia_use_system_harfbuzz=false target_cpu=""x64"" cc=""clang"" cxx=""clang++"" clang_win=""c:\deps\llvm"" win_vc=""C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC"" extra_cflags=[""-MT""]"
ninja -C out/Release-x64 skia modules

to:

gn gen out/Debug-x64 --args="is_debug=true is_official_build=false skia_use_system_expat=false skia_use_system_icu=false skia_use_system_libjpeg_turbo=false skia_use_system_libpng=false skia_use_system_libwebp=false skia_use_system_zlib=false skia_use_sfntly=false skia_use_freetype=true skia_use_harfbuzz=true skia_pdf_subset_harfbuzz=true skia_use_system_freetype2=false skia_use_system_harfbuzz=false target_cpu=""x64"" cc=""clang"" cxx=""clang++"" clang_win=""c:\dev\llvm"" win_vc=""C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC"" extra_cflags=[""-MT""]"
ninja -C out/Debug-x64 skia modules

Changes made, being:

  • "is_debug=false" to "is_debug=true"
  • "is_official_build=true" to "is_official_build=false"
  • output directory "Release-x64" to "Debug-x64"

It builds fine, and the lib files are notably bigger, suggesting that they contain debug info. However, when statically linking them into a DEBUG-build project in VS2020, I get lots of this error:

LNK2038 - mismatch detected for 'RuntimeLibrary': value 'MTd_StaticDebug' doesn't match value 'MT_StaticRelease'

When I link the DEBUG-build libs into a RELEASE-build project in VS, it builds and runs without errors, suggesting that VS2020 sees the DEBUG-build libs as RELEASE-build libs, despite the changes listed above.

Does anyone have an idea as to what is needed to build these libs in such a way that they work in a DEBUG-build project in VS2020?

Thanks for any help you can provide.

ANSWER

Answered 2021-Dec-11 at 20:12

I'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"

Source https://stackoverflow.com/questions/70301135

Community Discussions, Code Snippets contain sources that include Stack Exchange Network

Vulnerabilities

No vulnerabilities reported

Install aseprite

You can download it from GitHub.

Support

You can ask for help in:.

DOWNLOAD this Library from

Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from
over 430 million Knowledge Items
Find more libraries
Reuse Solution Kits and Libraries Curated by Popular Use Cases

Save this library and start creating your kit

Explore Related Topics

Share this Page

share link
Compare Game Engine Libraries with Highest Support
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from
over 430 million Knowledge Items
Find more libraries
Reuse Solution Kits and Libraries Curated by Popular Use Cases

Save this library and start creating your kit

  • © 2022 Open Weaver Inc.