Wasn’t sure if I should make a new post here or submit to one of the the two showcase threads? So opting to make a post, so here we go
Introducing MonoGame.Aseprite
A cross platform C# library that adds support for importing Aseprite files in Monogame projects.
- GitHub Repository Here
- Documentation Website Here
- Example Usage Here
https://github.com/aristurtledev/monogame-aseprite-examples
MonoGame.Aseprite
is a free and open source library for the MonoGame Framework that assists in importing Aseprite (.ase | .aseprite) files into your game project. No need to export a spritesheet from Aseprite and have to deal with a PNG + JSON file. With MonoGame.Aseprite
, you can use the Aseprite file directly.
MonoGame.Aseprite
supports importing the file both with and without the MGCB Editor (also known as the Content Pipeline Tool). Along with importing the file contents, several built-in processors have been designed to transform the file contents into a more meaningful state to use within MonoGame.
MonoGame.Aseprite
also supports outputting the processed file content to disk in a binary format and reader classes to read the processed information back in. This adds support for pre-processing content using any build or content workflow the end user has as long as it can use the Monogame.Aseprite
library.
Getting Started
To get started using MonoGame.Aseprite
start with the installation document at https://monogameaseprite.net/docs/getting-started/installation
Features
- Import your Aseprite file at runtime with and without the MGCB Editor (Content Pipeline Tool)
- Multiple built-in processors that can be used to transform the data from your Aseprite file into any of the following:
- Sprite
- TextureAtlas
- SpriteSheet
- Tileset
- Tilemap
- AnimatedTilemap
- All blend modes in Aseprite supported 1:1.
- Runtime writers and readers that can be used in custom content processing workflows to preprocess content outside of the game.