This tool is fantastic its really saved my lot time in importing sprite in gm
Well, there few more things need in for animation Due to huge amount of frames, its its getting hard to get hard to track them all If there any way if you implement render just tag frames so it would be more efficient
Hey! Love to hear that it saved you some time. Nice! Yes, so I'm actually quite new to Aseprite. I moved over from years with Pyxel Edit just because I had the idea for GM Link and wanted to change my workflow up. So I want to learn how people like to use it and accommodate that in GM Link. With my limited understanding of tags, I see them as global groupings of cels, right? So they're not tied to a slice in any way for example? How would you like them to work with GM Link? I'm interested in your suggestion as tags were mentioned before as well. Thanks for using the extension :)
OP is right, and that would be great! Usually people have two types of aseprite files: Some with slices, but single or very few frames. These are mostly for static sprites. And for animations, people use a smaller canvas, but use tags to separate animations. I'd be happy to send over some Aseprite files for you to study, too, together with the .yy's you need for the bug hunting. ^w^
That would be lovely and would really help me out! Could you also confirm that the texture group gets reset even after having updated that sprite with the newest version of GM Link once?
Btw, little sneak-peek: the next version includes a new toolbar that allows you to bulk edit origin, bbox and subfolders on slices! I've also added the slice name prefix option in the sprite settings.
This tool is amazing! Great job, it is exactly what's been missing in the GameMaker space!
I would start using it immediately, but there are a few things stopping me from adopting it:
I prefer setting the origin inside GameMaker using "Middle Center" for most of my sprites, because the size might change later and I don't want to calculate it for every sprite. My game has hundreds of little decorative sprites and managing the meta data inside Aseprite slices for them would be quite tedious. Inside GameMaker I can select multiple sprites at once and set Texture Atlas, Origin, Frame Rate etc. via the Inspector.
Unfortunately GM Link overwrites these settings with each update of the art, even if I choose not to use any of the Aseprite metadata.
It would be great if the tool could detect if the sprite already exists inside of GameMaker and update only the graphics and dimensions, keeping the rest of the settings in tact (unless the user chooses to overwrite it with Aseprite metadata).
The same goes for folders: Once the the sprites were created, I moved them deep into my folder hierarchy which is organized by biomes and further sub-groups like foliage, props, negative space, etc. Replicating that structure for every slice would be very tedious.
If a sprite already exists and has been moved to a folder, it would be awesome if it would stay put if no path has been specified otherwise in the Aseprite slice.
For small projects or if you use this from the beginning, it would be amazing!
If it was a little more flexible for different workflows like mine, I would use and buy/support this in a heartbeat! It's exactly what GameMaker needs because updating existing assets is a big headache!
Wow, thank you so much for the detailed feedback! I've honestly been waiting for this because I knew there would be some obvious things that I hadn't thought about. When reading your suggestions, I'm like of course GM Link should be able to handle things like this. Especially the ability to default the origin to center, and also, for GM Link to let already set meta data stay as is and only overwrite if the user overwrites something through Aseprite.
Great suggestions and explanations. I'll get this implemented ASAP and post some update info on SoMe channels as well as here on itch.
I'm glad it was helpful! A friend pinged me about it on Bluesky and I got so excited I started shaking lmao. I'm seriously looking forward to the next version! Cheers! :D
I wanted to jump right in but I only had time for a quick test yesterday. I will poke it some more during this week, but here's my findings so far:
My sprites now stay in the folder, which is great! The origin also seems to stay where I put it! :D
Some other settings still get overridden.
- Texture Atlas was back to default
- FPS for all sprites were set back to 30
Maybe this could work: If settings are set to "grab defaults from gmlink_base", only use them for initial creation of the sprite and then leave them as-is, as to not overwrite modified values. If the user wants to reset them to default, all they'd have to do is delete the sprite and re-export it, and it will get recreated using the gmlink_base defaults.
What I haven't tested yet, but what I use a lot in my game is actual 9 slices.
There also seems to be a small issue with the collision mask: The mode is set to Automatic and Rectangle, but the mask covers only the pixel in the upper left corner. When I switch the mode to manual and back to automatic GM will update it properly. This also seems to be overridden with each update to the sprite. My guess is, because gm_base is empty, the bounding box is calculated based on that and then applied after the art is added.
If I set the bounding box to manual, the values will not be overridden, which is great!
And a tiny improvement idea I had for lazy people like me: It would be really cool if we could define a standard file name prefix in the settings window, such as "spr_"! :D
Thank you for your hard work, and I am very flattered you're addressing my feedback!
Ah okay, seems like I missed a couple of things. Once again, thank you so much for the feedback. It helps a lot and I really appreciate it. I'll get those things sorted as soon as time allows! Great suggestion with the prefix. I assume you mean so a slice could simply be named "player" but in GM that would become "spr_player" if your prefix was "spr_"?
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This tool is fantastic its really saved my lot time in importing sprite in gm
Well, there few more things need in for animation
Due to huge amount of frames, its its getting hard to get hard to track them all
If there any way if you implement render just tag frames so it would be more efficient
Hey! Love to hear that it saved you some time. Nice! Yes, so I'm actually quite new to Aseprite. I moved over from years with Pyxel Edit just because I had the idea for GM Link and wanted to change my workflow up. So I want to learn how people like to use it and accommodate that in GM Link. With my limited understanding of tags, I see them as global groupings of cels, right? So they're not tied to a slice in any way for example? How would you like them to work with GM Link? I'm interested in your suggestion as tags were mentioned before as well. Thanks for using the extension :)
OP is right, and that would be great! Usually people have two types of aseprite files: Some with slices, but single or very few frames. These are mostly for static sprites. And for animations, people use a smaller canvas, but use tags to separate animations. I'd be happy to send over some Aseprite files for you to study, too, together with the .yy's you need for the bug hunting. ^w^
That would be lovely and would really help me out! Could you also confirm that the texture group gets reset even after having updated that sprite with the newest version of GM Link once?
Btw, little sneak-peek: the next version includes a new toolbar that allows you to bulk edit origin, bbox and subfolders on slices! I've also added the slice name prefix option in the sprite settings.
This tool is amazing! Great job, it is exactly what's been missing in the GameMaker space!
I would start using it immediately, but there are a few things stopping me from adopting it:
I prefer setting the origin inside GameMaker using "Middle Center" for most of my sprites, because the size might change later and I don't want to calculate it for every sprite. My game has hundreds of little decorative sprites and managing the meta data inside Aseprite slices for them would be quite tedious. Inside GameMaker I can select multiple sprites at once and set Texture Atlas, Origin, Frame Rate etc. via the Inspector.
Unfortunately GM Link overwrites these settings with each update of the art, even if I choose not to use any of the Aseprite metadata.
It would be great if the tool could detect if the sprite already exists inside of GameMaker and update only the graphics and dimensions, keeping the rest of the settings in tact (unless the user chooses to overwrite it with Aseprite metadata).
The same goes for folders: Once the the sprites were created, I moved them deep into my folder hierarchy which is organized by biomes and further sub-groups like foliage, props, negative space, etc. Replicating that structure for every slice would be very tedious.
If a sprite already exists and has been moved to a folder, it would be awesome if it would stay put if no path has been specified otherwise in the Aseprite slice.
For small projects or if you use this from the beginning, it would be amazing!
If it was a little more flexible for different workflows like mine, I would use and buy/support this in a heartbeat! It's exactly what GameMaker needs because updating existing assets is a big headache!
Cheers!
Wow, thank you so much for the detailed feedback! I've honestly been waiting for this because I knew there would be some obvious things that I hadn't thought about. When reading your suggestions, I'm like of course GM Link should be able to handle things like this. Especially the ability to default the origin to center, and also, for GM Link to let already set meta data stay as is and only overwrite if the user overwrites something through Aseprite.
Great suggestions and explanations. I'll get this implemented ASAP and post some update info on SoMe channels as well as here on itch.
Thanks,
- Tore
I'm glad it was helpful! A friend pinged me about it on Bluesky and I got so excited I started shaking lmao. I'm seriously looking forward to the next version! Cheers! :D
I've put up a new version (1.5 beta) that should, hopefully address the issues you had. Please check it out and let me know what you think. :)
Hi! Wow that was quick! :D
I wanted to jump right in but I only had time for a quick test yesterday. I will poke it some more during this week, but here's my findings so far:
My sprites now stay in the folder, which is great! The origin also seems to stay where I put it! :D
Some other settings still get overridden.
- Texture Atlas was back to default
- FPS for all sprites were set back to 30
Maybe this could work: If settings are set to "grab defaults from gmlink_base", only use them for initial creation of the sprite and then leave them as-is, as to not overwrite modified values. If the user wants to reset them to default, all they'd have to do is delete the sprite and re-export it, and it will get recreated using the gmlink_base defaults.
What I haven't tested yet, but what I use a lot in my game is actual 9 slices.
There also seems to be a small issue with the collision mask: The mode is set to Automatic and Rectangle, but the mask covers only the pixel in the upper left corner. When I switch the mode to manual and back to automatic GM will update it properly. This also seems to be overridden with each update to the sprite. My guess is, because gm_base is empty, the bounding box is calculated based on that and then applied after the art is added.
If I set the bounding box to manual, the values will not be overridden, which is great!
And a tiny improvement idea I had for lazy people like me: It would be really cool if we could define a standard file name prefix in the settings window, such as "spr_"! :D
Thank you for your hard work, and I am very flattered you're addressing my feedback!
Have a great start into the week!
Ah okay, seems like I missed a couple of things. Once again, thank you so much for the feedback. It helps a lot and I really appreciate it. I'll get those things sorted as soon as time allows! Great suggestion with the prefix. I assume you mean so a slice could simply be named "player" but in GM that would become "spr_player" if your prefix was "spr_"?
You have a great week too! :)
- Tore