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Overview

Basics

Sprite

Files

Customization


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Aseprite Command Line Interface

You can convert or export your sprites to other formats (or textures+json data) from the command line. See Platform-specific Details section to know how to use the command line.

Atlas

Options

Usage:
  aseprite.exe [OPTIONS] [FILES]...

Options:
      --shell                  Start an interactive console to execute scripts
  -b, --batch                  Do not start the UI
  -p, --preview                Do not execute actions, just print what will be
                               done
      --save-as <filename>     Save the last given sprite with other format
      --palette <filename>     Change the palette of the last given sprite
      --scale <factor>         Resize all previously opened sprites
      --dithering-algorithm <algorithm>
                               Dithering algorithm used in --color-mode
                               to convert images from RGB to Indexed
      --dithering-matrix <matrix>
                               Matrix used in ordered dithering algorithm
      --color-mode <mode>      Change color mode of all previously
                               opened sprites:
                                 rgb
                                 grayscale
                                 indexed
      --data <filename.json>   File to store the sprite sheet metadata
      --format <format>        Format to export the data file (json-hash, json-array)
      --sheet <filename.png>   Image file to save the texture
      --sheet-type             Algorithm to create the sprite sheet:
                                 horizontal
                                 vertical
                                 rows
                                 columns
                                 packed
      --sheet-width <pixels>   Sprite sheet width
      --sheet-height <pixels>  Sprite sheet height
      --sheet-columns <columns>
      --sheet-rows <rows>
      --sheet-pack             Use a packing algorithm to avoid waste of space
                               in the texture
      --split-layers           Import each layer of the next given sprite as
                               a separated image in the sheet
      --split-tags             Save each tag as a separated file
      --split-slices           Save each slice as a separated file
      --split-grid             Save each grid tile as a separated file
      --layer <name> or
      --import-layer <name>    Include just the given layer in the sheet
      --all-layers             Make all layers visible
                               By default hidden layers will be ignored
      --ignore-layer <name>    Exclude the given layer in the sheet
                               or save as operation
      --tag <name>
      --frame-tag <name>       Include tagged frames in the sheet
      --frame-range from,to    Only export frames in the [from,to] range
      --ignore-empty           Do not export empty frames/cels
      --merge-duplicates       Merge all duplicate frames into one in the sprite sheet
      --border-padding <value> Add padding on the texture borders
      --shape-padding <value>  Add padding between frames
      --inner-padding <value>  Add padding inside each frame
      --trim                   Trim whole sprite for --save-as
                               or individual frames for --sheet
      --trim-sprite            Trim the whole sprite (for --save-as and --sheet)
      --trim-by-grid           Trim all images by its correspondent grid boundaries before exporting
      --extrude                Extrude all images duplicating all edges one pixel
      --crop x,y,width,height  Crop all the images to the given rectangle
      --slice <name>           Crop the sprite to the given slice area
      --filename-format <fmt>  Special format to generate filenames
      --tagname-format <fmt>   Special format to generate tagnames in JSON data
      --script <filename>      Execute a specific script
      --script-param name=value
                               Parameter for a script executed from the
                               CLI that you can access with app.params
      --list-layers            List layers of the next given sprite
                               or include layers in JSON data
      --list-tags              List tags of the next given sprite sprite
                               or include frame tags in JSON data
      --list-slices            List slices of the next given sprite sprite
                               or include slices in JSON data
      --oneframe               Load just the first frame
      --export-tileset         Export only tilesets from visible tilemap layers
  -v, --verbose                Explain what is being done
      --debug                  Extreme verbose mode and copy log to desktop
  -?, --help                   Display this help and exits
      --version                Output version information and exit

--shell

Executes Aseprite in a REPL mode. You can write JavaScript code in this mode. There are plans for a specific API for future version.

--batch

Runs Aseprite only to process command line options, then finishes. It's specially useful if you are running Aseprite from a script to automate sprite sheet generation, image conversion, etc. Example:

aseprite --batch

Or you can use the shorter form:

aseprite -b

--preview

On v1.2-beta2: Only show what will be done (doesn't modify files in disk).

aseprite --preview ...

--save-as

Saves the latest opened document with the given file name. It's like calling File > Save As from the interface. Example:

aseprite -b sprite.ase --save-as frame001.png

Will generate frame001.png, frame002.png, etc. for each frame in sprite.ase.

On v1.2-beta1: You can specify --filename-format parameters in the filename directly. For example:

aseprite -b sprite.ase --save-as layer-{layer}-frame-{frame01}.png

It's like using --split-layers and --filename-format implicitly.

--palette

On v1.2-beta2: Changes the color palette of the last given sprite in the command. It can be used to save one sprite with different color palettes:

aseprite -b ryu-template.png --palette pal1.png --save-as ryu1.png --palette pal2.png --save-as ryu2.png

On v1.1 this parameter was used to change the default program palette, but it can be done now using the Save as Default Palette menu option.

--scale

aseprite ... --scale FACTOR

Resizes all images with the given FACTOR specified before --scale option in the command line. Example:

aseprite -b original.png --scale 2 --save-as image-x2.png

--dithering-algorithm

aseprite -b sprite.ase --dithering-algorithm ALGORITHM

Dithering algorithm used in --color-mode indexed to convert images from RGB to Indexed.

  • --dithering-algorithm none
  • --dithering-algorithm ordered
  • --dithering-algorithm old

--dithering-matrix

aseprite -b sprite.ase --dithering-matrix MATRIX

Dithering matrix used for --dithering-algorithm and --color-mode indexed to convert images from RGB to Indexed. The MATRIX can be:

  • --dithering-matrix bayer8x8
  • --dithering-matrix bayer4x4
  • --dithering-matrix bayer2x2
  • Or the identifier (id) of other dithering matrices in installed extensions.

These default dithering matrices (bayer8x8, etc.) are in the bayer-matrices extension of Aseprite, and these ids in its packages.json file.

--color-mode

aseprite -b sprite.ase --color-mode MODE

Changes the color mode to the given MODE of all previously opened sprites. The MODE can be:

  • --color-mode rgb
  • --color-mode grayscale
  • --color-mode indexed

Remember that --dithering-algorithm and --dithering-matrix will affect the RGB → Indexed conversion.

Examples:

aseprite -b idx-sprite.ase --color-mode rgb --save-as rgb-output.png
aseprite -b rgb-sprite.ase --dithering-algorithm ordered --dithering-matrix bayer8x8 --color-mode indexed --save-as idx-output.png

--data

aseprite.exe ... --sheet file.png --data file.json

Saves information about the exported sprite sheet in a JSON format. Output example.

See --sheet option to change the destination of the sprite sheet image.

--format

Changes the format used to shave the sprite sheet data specified in --data option. Available formats are:

  • --format json-hash (default format) (example)
  • --format json-array (example)

--sheet

aseprite ... --sheet SPRITESHEET.png

Exports all images specified in the command line before the --sheet option in the SPRITESHEET.png image (the file will be overwritten).

See --data option to change the destination of the sprite sheet JSON data.

--sheet-width

Specifies a fixed width (in pixels) for the sprite sheet in --sheet.

--sheet-height

Specifies a fixed height (in pixels) for the sprite sheet in --sheet.

--sheet-type

Type of sprite sheet when --sheet is used:

  • horizontal
  • vertical
  • rows
  • columns
  • packed (same as --sheet-pack)

--sheet-pack

Use a special packing algorithm to avoid waste of space in the sprite sheet.

--split-layers

Splits the visible layers of the next document in the command line, so then you can save each layer as an independent image/item. It affects --sheet and --save-as options. Warning: The --split-layers option must be before your sprite.

  • Example:

    aseprite.exe -b --split-layers with-layers.ase --save-as output1.png
    

    Check that --split-layers must be before with-layers.ase. In this example, if with-layers.ase contains 3 frames and layers Background and Layer 1, the following command will generate 6 files (one for each frame/layer):

    output (Background) 1.png
    output (Background) 2.png
    output (Background) 3.png
    output (Layer 1) 1.png
    output (Layer 1) 2.png
    output (Layer 1) 3.png
    

Since v1.2-beta1: If you specify {layer} in the --save-as filename, the --split-layers is implicitly used. For example

aseprite.exe -b with-layers.ase --save-as output-{layer}-{frame}.png

To save hidden layers, you can combine this with the --all-layers option:

aseprite.exe -b --all-layers with-layers.ase --save-as output-{layer}-{frame}.png

--split-tags

Since v1.2-beta8, splits next document tags into different files. It affects the --save-as option. Same as doing:

aseprite.exe -b animations.ase --save-as animations-{tag}.gif

--split-slices

Since v1.2-beta8, splits next document slices into different files. It affects the --save-as option. Same as doing:

aseprite.exe -b sheet.ase --save-as part-{slice}.png

--split-grid

aseprite -b --split-grid tilemaps.png --sheet tiles.png

Since v1.3-beta21: Indicates that --sheet should export each grid cell of the given file as a separate sprite in the sprite sheet.

--layer

Selects just one layer to be exported (hides all other layers). It affects --sheet and --save-as options.

aseprite.exe -b --layer "Body Layer" with-layers.ase --save-as body-layer.gif

Saves a body-layer.gif animation showing only the layer called Body Layer.

On v1.2-beta2 you can specify multiple layers and/or groups:

aseprite.exe -b --layer "head/hat" --layer "body/gloves" player.ase --save-as clothes.gif

Will save a clothes.gif animation showing only the hat layer (which is a child of head group) and gloves layer which is a child of body group.

--all-layers

aseprite -b ... --all-layers ...

Includes/shows all layers for a --save-as/--sheet operation. If your sprite contains hidden layers but you want to export those layers too, you can use this option.

Example:

aseprite -b --all-layers player.aseprite --save-as player-{layer}-{frame}.png

--ignore-layer

aseprite -b ... --ignore-layer LAYERNAME ...

Hides a specific layer for the final result/render in a --save-as/--sheet operation.

You must specify this parameter before opening the .aseprite file. Example:

aseprite -b --ignore-layer "Guides Layer" player.aseprite --save-as player.gif

--tag

Exports the frames inside the given tag only. It works for --sheet on v1.1, and it works for --save-as since v1.2-beta1.

Example:

aseprite -b --tag "Run Cycle" several-animations.ase --save-as run-cycle.gif

--frame-range

Exports the frames inside the given [from, to] range only.

--ignore-empty

Ignores empty frames/layers. It affects --sheet option.

On v1.2.10-beta3: It affects --save-as too.

--border-padding

aseprite ... --border-padding N ...

Includes a border for the whole sheet of N pixels. It affects --sheet option only.

Border Padding

--shape-padding

aseprite ... --shape-padding N ...

Includes a separation between each frame of N pixels. It affects --sheet option only.

Shape Padding

--inner-padding

aseprite ... --inner-padding N ...

Includes a border to each frame of N pixels. It affects --sheet option only.

Inner Padding

--trim

Removes borders from sprites/layers/cels before save them. (I.e. executes the Edit > Trim option for each image to be exported.) It affects --sheet and --save-as options.

--crop

aseprite ... --crop X,Y,WIDTH,HEIGHT

Exports only the specified rectangle from all sprites/layers/cels. It affects --sheet and --save-as options.

--extrude

Since v1.2-beta21: Extrudes all images/sprites that are going to be exported with --sheet duplicating all edges one pixel.

--slice

Since v1.2-beta8:

aseprite ... --slice SLICE

Exports only the area specified by the given slice. It affects --save-as option.

--filename-format

aseprite --filename-format FORMAT

This option specifies the special string used to format filenames generated in sprite sheets on --sheet or files generated on --save-as.

The FORMAT string can contain some special values:

  • {fullname}: Original sprite full filename (path + file + extension).
  • {path}: Path of the filename. E.g. If the sprite filename is C:\game-assets\file.ase this will be C:\game-assets.
  • {name}: Name (including extension) of the filename. E.g. If the sprite filename is C:\game-assets\file.ase this will be file.ase.
  • {title}: Name without extension of the filename. E.g. If the sprite filename is C:\game-assets\file.ase this will be file.
  • {extension}: Extension of the filename. E.g. If the sprite filename is C:\game-assets\file.ase this will be ase.
  • {layer}: Current layer name.
  • {tag}: Current tag name.
  • {innertag}: Smallest/inner current tag name.
  • {outertag}: Largest/outer current tag name.
  • {frame}: Current frame (starting from 0). You can use {frame1} to start from 1, or other formats like {frame000}, or {frame001}, etc.
  • {tagframe}: The current frame in the current tag. It's 0 for the first frame of the tag, and so on. Same as {frame}, it accepts variants like {tagframe000}.
  • {duration} The duration of the current frame.

For example, if animation-with-layers.ase contains three frames with two layers (named Face and Background):

aseprite -b animation-with-layers.ase --filename-format '{path}/{title}-{layer}-{frame}.{extension}' --save-as output.png

Will generate files like:

output-Face-0.png
output-Face-1.png
output-Face-2.png
output-Background-0.png
output-Background-1.png
output-Background-2.png

On v1.2-beta1: You can specify the filename format in the same --save-as argument.

--script

aseprite -script filename.lua

Executes the given script from the command line.

--script-param

This is a way to add elements to the app.params table:

aseprite -b -script-param key1=value1 -script test.lua

And then test.lua

if app.params["key1"] == "value1" then
  ...
end

--list-layers

aseprite --list-layers file.ase

Prints the list of layers in the given file from bottom to top. E.g.

Layers

C:\....> aseprite -b --list-layers file.ase
Background
Layer 1
Layer 2

When used with --data, the layers will be available in the JSON output in the meta attribute. E.g.

{ "frames": [
  ...
 ],
 "meta": {
  ...,
  "layers": [
   { "name": "Background" },
   { "name": "Layer 1" },
   { "name": "Layer 2" }
  ]
 }
}

--list-tags

aseprite --list-tags file.ase

Prints the list of tags in the given file from the first one to the last one. E.g.

Tags

C:\....> aseprite -b --list-tags file.ase
Walk
Run

When used with --data, the tags will be available in the JSON output in the meta attribute. E.g.

{ "frames": [
  ...
 ],
 "meta": {
  ...,
  "frameTags": [
   { "name": "Walk", "from": 0, "to": 3 },
   { "name": "Run", "from": 4, "to": 6 }
  ]
 }
}

--list-slices

Since v1.2-beta8:

aseprite --list-slices file.ase

Prints the list of slices in the given file.

When used with --data, slices will be available in the JSON output in the meta attribute. E.g.

{ "frames": [
  ...
 ],
 "meta": {
  ...,
  "slices": [
    { "name": "cursor",
      "color": "#0000ffff",
      "keys": [{ "frame": 0,
                 "bounds": {"x": 80, "y": 0, "w": 16, "h": 16 },
                 "center": {"x": 2, "y": 2, "w": 12, "h": 12 },
                 "pivot": {"x": 8, "y": 8 } }] },
    ...
  ]
 }
}

--oneframe

aseprite -b --oneframe frame1.png --save-as frame1.pcx
aseprite -b --oneframe walk-animation.aseprite --save-as walk-thumbnail.png

On v1.2-beta4: Load just the first frame of the animation. It's useful to load just one frame in a image sequence (e.g. loading just frame1.png in case that frame2.png, frame3.png, etc. exist) or to load just the first frame of a full animation (e.g. useful to create a thumbnail of the animation).

--export-tileset

aseprite -b --export-tileset tilemaps.aseprite --sheet tilesets-sprite-sheet.png

Since v1.3-beta21: Indicates that --sheet should export tilesets of the visible/filtered layers in the given sprite.

--debug

If you execute Aseprite with the --debug parameter in the command line, a special Aseprite-v1.1-dev-DebugOutput.txt file will be created in your desktop with possible useful information to know what problem is going on (e.g. this is useful to know what is going on in case that the program don't start correctly).

On Steam, you can add this --debug option from the Aseprite properties.

--verbose

aseprite --verbose

It will log more information in the aseprite.log file:

  • On Windows: aseprite.log is located in %AppData%\Aseprite\aseprite.log
  • On macOS and Linux: aseprite.log is located in ~/.config/aseprite/aseprite.log

--help

aseprite --help

Shows available command line options in the console output.

--version

aseprite --version

Shows Aseprite version.

Use Cases

Convert Aseprite files into PNG, GIF, etc.

aseprite.exe -b image.ase --save-as image.png
aseprite.exe -b animation.ase --save-as animation.gif

Convert an animation to a sequence of PNG files (frame1.png, frame2.png, etc.)

aseprite.exe -b animation.ase --save-as frame1.png

Resize one sprite to several dimensions

aseprite.exe -b original.ase --scale 2 --save-as output-x2.png
aseprite.exe -b original.ase --scale 4 --save-as output-x4.png
aseprite.exe -b original.ase --scale 6 --save-as output-x6.png
aseprite.exe -b original.ase --scale 8 --save-as output-x8.png

Export one layers to PNG/GIF files

aseprite.exe -b --layer "Layer 1" animation.ase --save-as output-Layer-1.gif

Export all layers into different PNG/GIF files

If animation.ase contains 3 frames and layers Background and Layer 1, the following command will generate 6 files (one for each frame/layer):

aseprite.exe -b --split-layers animation.ase --save-as output1.png

Generated files will be:

output (Background) 1.png
output (Background) 2.png
output (Background) 3.png
output (Layer 1) 1.png
output (Layer 1) 2.png
output (Layer 1) 3.png

On v1.2-beta1: You can specify --split-layers and --filename-format implicity using something like:

aseprite.exe -b animation.ase --save-as output-{layer}.png

Export an animation to a sprite sheet

aseprite.exe -b animation.ase --sheet sheet.png --data sheet.json

Export each layer as a different animation in the same sprite sheet

aseprite.exe -b --split-layers animation-with-layers.ase --sheet sheet.png --data sheet.json

Export a specific layer from a sprite

aseprite.exe -b --layer=Background sprite.ase --sheet sheet.png --data sheet.json

Create a texture atlas from several sprites

aseprite.exe -b *.ase --sheet-pack --sheet atlas-bestfit.png --data atlas-bestfit.json
aseprite.exe -b *.ase --sheet-pack --sheet-width=1024 --sheet-height=1024 --sheet atlas-1024x1024.png --data atlas-1024x1024.json

Platform-specific Details

On Windows, if you've installed the program it should be located Program Files folder, try this command:

"C:\Program Files (x86)\Aseprite\Aseprite.exe" --help

Or

"C:\Program Files\Aseprite\Aseprite.exe" --help

On macOS, if you've installed the program in /Applications, try the following command:

/Applications/Aseprite.app/Contents/MacOS/aseprite --help

Automating the process

If Aseprite was installed directly

You could create a convert.bat text file in your assets directory (i.e. where your .ase files are located) with some lines like these:

@set ASEPRITE="C:\Program Files\Aseprite\aseprite.exe"
%ASEPRITE% -b animation.ase --scale 2 --save-as animation-x2.gif
%ASEPRITE% -b animation.ase --scale 4 --save-as animation-x4.gif

So each time you modify the original animation in animation.ase, double clicking the .bat file you could generate animation-x2.gif and animation-x4.gif automatically from the new content.

For Mac users, you could create a convert.sh:

ASEPRITE="/Applications/Aseprite.app/Contents/MacOS/aseprite"
$ASEPRITE -b animation.ase --scale 2 --save-as animation-x2.gif
$ASEPRITE -b animation.ase --scale 4 --save-as animation-x4.gif

In the case of Steam

Aseprite binary is installed in the following directories.

  • Mac ~/Library/Application Support/Steam/steamapps/common/Aseprite/Aseprite.app/Contents/MacOS/aseprite
  • Windows C:\Program Files (x86)\Steam\steamapps\common\Aseprite\Aseprite.exe
  • Ubuntu ~/.steam/debian-installation/steamapps/common/Aseprite/aseprite