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Really appreciate this plugin as much prefer to work in Aseprite than GBTD from a workflow perspective. So this has made that much easier.

That said, I don’t think the name prefixing is working, no matter what kind of prefixes I use Everything ends up in a single array instead of being split based on prefix. So having to just separate my tile and sprite files.

Not a show stopper at all, and if I can find the time I might look at the script to wrap my head around it and maybe make changes.

But again, great little utility to use, thanks a lot.

The prefixes i wrote about was more of a convention than anything in the script. It was never intended to produce more than just Tiles and Sprites arrays.

But this sounds like a fine option to have, I'll take a look.

You can also consider writting macros like so:

#define EnemyT(n) Tiles[TILE_ENEMY_##n]
#define UiT(n) Tiles[TILE_UI_##n]

Thanks for using the tool!

<3

(+1)

See the 1.2.0 version, should do what you've asked for

Ah that’s kind of you to update, eventually I’ll get my lazy ass in gear and sort out a bespoke script for my needs but in the meantime this will save me a lot of effort so thanks again.

Hi there! 

First of all thanks for making this script, it works really well for my small project :).

I have a question, I saw on the Aseprite page something mentioning the frames (My Workflow / Tips). Aseprite allow me to draw frames very easily, but is it possible to export the frames with this script too?

For example, I created a sprite with 3 tiles, then I animate them frame by frame. I create a Slice which converts into a sprite, very well, but if I have multiple frames it generate only one copy of the sprite. Is this something your tool consider or it would have to be implemented?


Thank you!

i dont get it.. what exactly is it doing? can you make your sprites appear on a gameboy screen? how can i connect my gameboy with the pc?

(+2)

Why, I'm not a programmer in the project I've been using this plugin for, but basically you use the bytes from the exported .c file and use them as sprites or tiles directly in your game, compile your game and than transfer it to a cardridge.

If you'd use GameBoy Development Kit it'll be something like in this tutorial for sprites .

The exported file is basically just bytes spelled out so if one uses different way of compiling a game it's still useful.

As for transferring to cardridge: search for something like "Gameboy Flash Cardridge" or   "Gameboy cartridge reader/writer" - this is for development or very small-scale, self-handled release I guess.

If you'd actually like to release 100s (1000s? fingeres crossed) copies of non-writable cardridges you'd probably want to find a publisher that handle that for you. 

Finally you can always just release .rom files and let your players handle that (either with emulation or their own cardridge writers)

hope it helps!