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A member registered Mar 12, 2020 · View creator page →

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You need first paste this script in your script folder (How to locate script folder?). Go to File > Scripts > Rescan Scripts Folder (to refresh the list of scripts).

  1. Select the layer with the image (on frame 1) you wish to create the rotation animation.
  2. Go to  File > Scripts > rotar
  3. Pick the input parameters:
    1. Revolutions Per Second
    2. Turns Count
    3. Rotation pivot position
    4. Rotation direction (Left or Right)

Sorry, no.

Hello there! Could you send the sprite sample to I would like to reproduce this problem to solve it.

Fixed and file updated!

Thanks for your post! I was able to reproduce the behavior you described only when the color mode is not RGBA (regardless of image size). I'll fix this soon.

Hello there! Thanks for your kind words!
Could you send the sprite and the parameters used in Path Animator to I would like to reproduce this problem to solve it.

Hi there! Did you encounter any problems running this Aseprite script on your OS?
This script is designed for the Aseprite application (which is compatible with Windows, MacOS and Linux Ubuntu).

Glad to hear you've found the problem! I notice this in the past ("Second thing") (I'll have to detect this possibility).

Hi Fuzzy! I wasn't able to reproduce it. Could  you share a aseprite file sample and your PathAnimator input values which is easy to reproduce this problem? (Please send this data to

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First of all: Thank you for your kind words! Glad to help!

Layers that were created through the script (ResultLayer or RotAux) should not be manipulated. These actions will end with unexpected results.

To take into account: to memorize some states of the script, the 'Custom Data' of cels and layers is used, so it is important not to modify the layers 'ResultLayer' and 'RotAux' (it is allowed to delete them but they must not be modified).

Hi there! The text in the inputs is like a help string. You need to replace the input text field with a number (i.e. "Revolutions per second: _60" is taken as a string, replace it with just "60").  I hope this helps!

Sorry for the delay -holidays-. Yes, you can use this script to animate a sprite along a path, and this sprite itself can also be an animation (sprite animation is assumed to be a loop).

New version available (20221109)!🎉

I found in the PATH layer that the white point is not white (0xFFFFFFFF) AND that the sprite Color Mode is INDEXED (until now only RGBA mode was considered). I already know where the problem is, I will update the .lua file in a few hours. Thank you very much for reporting it.

Hi! I need to see the PATH layer to diagnose the issue. You can send me your .aseprite file at (I only need the PATH layer initially).

I checked the aseprite file and sent you the 'fixed' file. Your problem is solved, however, I need to find out what the root problem is when the Sprite's Color Mode is INDEXED. Have a nice day!

Hi there! What's your Aseprite version? Could you send me the .aseprite file to I need to reproduce the bug to solve it.

Thank you! I fixed this unexpected error with your help. Anyway, you need to make a stroke (1 px width and pixel perfect mode) in the PATH layer for it to work.

Hello! Could you send me your .aseprite to to help you effectively? I'll try to reproduce the error to fix it.

I just checked the script, and it works. If you wish, you can share me some picture or video to see what's happening (

Thank you! ❤️

This is the last detail on the script to select the original layers you selected before to run PathAnimator script. Could you share to some screenshots of layer selection before to run PathAnimator and the settings you chose? I'll try to reproduce it.

Option 1: for constant angular speed rotation is better this script:

Option 2:  if you want a custom angular speed you can use this:

But with a PATH of 2 pixels (I tried 1 pixel but it doesn't work, maybe I'll fix it so 1 pixel can be placed too).

Option 3: you can use this approach too (the most difficult 😄):

The trick is to do a circular path  with a dummy object to look at (can be a single pixel instead a coin like the previous animation 😊),

Remember: any PATH must have a beginning and an end. A circular path cannot be a closed circle (the script won't know where to start). So a circular path is made up of a simple black circle and you'll need to delete 1 pixel from it to generate the start and end. You can add a white pixel in some end to indicate the PATH start point

I hope this helps!

Thank you for your feedback! I'll try to improve how the path is explored. And the second issue, I think I can filter those cases.
Have a nice day!

Hi Olbap. Each tab which is created, is closed automatically.

When  using scale, large images, and long animations can take some time.
The distortion on small sprites can be considerable.

I hope this helps!

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Hi ImNoki. There are a few things to do to get a correct animation:

1) There must be a single and unbroken stroke in the PATH layer.
2) The stroke must be made with a pixel perfect way.

3) The combination: path length, frame duration and animation duration should be chosen appropriately. Example of a bad choice: frame duration 0.1 seconds, animation duration: 0.5 seconds, path length 100 pixels (this animation will not be good, because it'll be very jittery, around 25 to 25 pixels ).

If the speed of the animated object is too fast, you will need to add image effects such as object shadows or decrease the frame duration.

If you couldn't solve the problem, send me the .aseprite file at to analyze the layers.

I hope this helps!

Thanks for your donation! According to your request. Rotation pivot is now available.

Hi PatBanahan. The only way to do that (moving a sprite outside the canvas) is: 

  • Make a bigger canvas
  • Use the path tool in the usual way
  • Before exporting the final animation, adjust the canvas to the desired size.

I hope this helps. And thank you for trying the Path Animator.

Hi! RotAux is an auxiliary Layer, it stores pre-calculated rotated images (the image which walks the path). If you want to modify the PATH and re-animate with the same image layers, RotAux layer can be re-used, and execution time is optimised (because some angles were calculated and located in RotAux). In summary: RotAux is used to optimise execution time, can be deleted if you want. I hope this helps, and thanks for your question.

You're welcome!😄