> LibreSprite originated as a fork of Aseprite, developed by David Capello. Aseprite used to be distributed under the GNU General Public License version 2, but was moved to a proprietary license on August 26th, 2016.
> This fork was made on the last commit covered by the GPL version 2 license, and is now developed independently of Aseprite.
Also I am not really sure if you can convince me that this is a open source license: https://github.com/aseprite/aseprite/blob/main/EULA.txt
Not that it is a unreasonable license, but it is not open source.
[0]: https://github.com/LibreSprite/LibreSprite?tab=readme-ov-fil...
This is one case where we really should support the original product, you can buy a perpetual licence of a pittance and they just 2 guys chugging along.
LibreSprite has 5000 commits, 30 in the past year whilst ASEPrite has over 10000 at this point.
2. It’s okay for two projects to do the same thing, even if you personally prefer one over the other.
You might be confusing license with access. The product itself has a proprietary license. Even then, a majority of the libraries they produce are also available under the MIT license.
I highly recommend paying for Aseprite, it's a very good little tool.
it does not have the ability to draw with higher resolution brushes for subsequent resolution reduction, etc.;
it does not have shader graphs, as in Blender, Pixel Composer, PixelOver;
it is difficult to draw in an indexed palette, unlike PixiEditor,
you can't take 3D renderers and transform them into pixel art, like in PixelOver or Blender,
and there's no bone animation for 2D, like in Spine.
Aseprite is a good editor if you like to paint pixel by pixel every frame without using the advancements and workflows that other style designers and artists use, but calling it the best would be an exaggeration.
func RebootItAll()"Did you open libreterminal and use librels and libreget to download librebrowser to open libresearch?"
It lacks identity (just a little bit is fine) and distinctiveness, imo.
If you're looking for pixel-art sprites, check out 8bitsmith.com. Or you can just ask Nano-Banana for sprite sheets and it does a pretty good job!
I actually did some testing of spritesheeting with Nano Banana Pro a while back:
https://mordenstar.com/other/nb-sprites
If you use the editing capabilities and send in a grid of 32×32 cells on a 1024×1024 image, you can get it to flood-fill in each square, so you end up with properly aligned 32×32 tiles. Then you can squash it via nearest neighbor to pull the lines back out, and reduce the palette using something like unfake.js:
But even still it has issues sometimes.
The intersection of people interested in Aseprite and people wanting to just spawn this stuff out of thin air is fairly low!
https://github.com/Orama-Interactive/Pixelorama
https://github.com/piskelapp/piskel
They're similar pixel art editor programs.
https://mtpaint.sourceforge.net/
I guess it's a bit old but it works reasonably well, and supports a lot of different file formats which is occasionally useful.
Libresprite (since aseprite went evil) has been the only editor I can use for over a decade, glad there are others now.
I like it a lot. Pixel art is shockingly approachable and the animation stuff in Aseprite is pretty fun.
I still haven't tried LibreSprite, so I don't know if it's better.
However, in open source, you can ensure this stability (and also share the solution with others).