These Lua scripts automate Tileset and Tilemap import/export.
Both export_tilemap.lua
and export_tileset.lua
are modified versions of scripts by David Capello.
Export IndexedImage.lua
is modified from the GameboyExport script by boombuler.
Credit to rxi for json.lua
.
Everything including my modifications are under the MIT licence, feel free to use and modify.
-
export_tilemap.lua
uses json.lua to export aseprite tile indices for each tilemap layer. The exported active area is visible in aseprite by holding the ctrl key. Let me repeat: Exported tilemaps are NOT for the whole canvas. I don't know how to change this behavior. -
export_tileset.lua
exports the tileset into a rectangularpng
with a maximalrow_len
. The script uses the tileset that results from copying and flattening all layers of every frame. I use it to create animated tiles that have different backgrounds. -
import_tileset.lua
uses layer names of all tilemap layers to import tilesets. For each tilemap layer, a new tilemap layer is created, the tileset is imported from theTileset_*layer_name*.png
file, then the pixels from the old tilemap layers are copied over. This operation is repeated for every frames. Finally, the old tilemap layers are discarded and the new ones renamed to their respective names. -
import_tileset.lua
uses layer names of all tilemap layers to import tilesets. For each tilemap layer, a new tilemap layer is created, the tileset is imported from theTileset_*layer_name*.png
file, then the pixels from the old tilemap layers are copied over. This operation is repeated for every frames. Finally, the old tilemap layers are discarded and the new ones renamed to their respective names. -
Export IndexedImage.lua
exports raw indexed image to be used for palette swapping.
import_tileset.lua
has trouble importing tilesets to empty layers/cels.