Comments (2)
Currently all importing and processing is done through the MonoGame.Aseprite.ContentPipeline.dll
library In order for importing and processing to be performed during runtime, users would need to reference that library in their game project as well as the MonoGame.Aseprite.dll
library.
The problem here is that both of these contain .Aseprite
in their respective root namespaces, and it could potentially be confusing having the .ContentPipeline
namespace as part of a completely different assembly.
Would potentially need to rename the namespaces to resolve this, which would be a breaking change.
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Importing without the MGCB Editor is now possible in MonoGame.Aseprite
Version 4.0.0. https://github.com/AristurtleDev/monogame-aseprite/releases/tag/version%2F4.0.0
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Related Issues (20)
- Using shared AnimatedSprite for multiple characters HOT 1
- Centerbounds on imported sprites' 9patch slices are wrong HOT 2
- [Feature Request]: AnimatedSprite Update with `double` parameter HOT 2
- `TextureAtlas.FromRaw()` crashes when processing slices. HOT 2
- Creating issue to test github to discord feed. HOT 1
- `AnimatedSprite.Update(float)` and `AnimatedTilemap.Update(float)` both assume milliseconds when it should be seconds HOT 1
- `Slice.Origin` is not being set
- Dependency on DesktopGL causes DirectX projects to be forced to use OpenGL HOT 7
- [Feature Request]: Add Support For Aseprite 1.3-rc1 HOT 4
- Documentation lists incorrect `MonoGame.Aseprite.Processors` namespace HOT 1
- Error when building content. Pipeline needs reference to MonoGame.Aserpite assembly HOT 2
- broken links HOT 2
- example HOT 5
- [Feature Request]: aseprite 1.3 rc2 support HOT 2
- Slice rendering HOT 2
- [Feature Request]: support for .ase files HOT 1
- Add link to sample project under the "Getting started" section of the documentation. HOT 1
- `AsepriteFile.TryGetSlice(string, out AsepriteSlice)` Always Returns False HOT 1
- README links are all broken HOT 1
- Tilemap with flipped tiles renders in wrong orientation. HOT 1
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