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A member registered Jul 17, 2017 · View creator page →

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Hi, please check the Preferences for Alerts and make sure your option for “Open a sequence of static files as an animation” is set to either “Ask” or “Yes”. This should get past the problem of only opening a single image.

If you go to the timelapse folder (the sprite name, suffixed with _record) for a sprite, and open the first file suffixed with 0 via the File > Open dialog in aseprite - it should attempt to load all files sharing the sequence, like the included image, . The folder should contain an _index.txt file and all of your snapshot pngs assuming you’re using a current version.

Based on the error you are getting, that would indicate there are not any snapshots taken for the file you have open. The Open Timelapse function acts upon the currently active sprite in your editor.

If you open the first png in the list on its own in Aseprite, assuming the files are named sequentially, it will trigger the same prompt the plugin uses. Does that work?

Good point. I’ll work on some text to help make it more apparent.

I’m not sure if I would be able to pull that off with the way the Aseprite API works but I can put on my todo list to look into see if there are better methods around converting snapshots into the final timelapse.

Please try the most recent version of the plugin, the changes introduced may have resolved your issues.

No worries about the C-like Lua, I hadn’t really written any Lua prior to this extension so a lot of it was learned on the fly.

I did managed to squeeze out the compatibility shim, I think it’ll resolve any possible issues that may arise.

Regarding a version file, I don’t imagine it’ll be necessary as I tend to aim to keep things backwards compatible - and based on the nature of the utility I would figure people won’t tend to go back to previous snapshots once they’re done with their piece. Something to think about though, like tracking more meta data if necessary.

Just a heads up, I’ve pulled in your updates to the project with a minor tweak to maintain compatibility with existing snapshot files & added documentation for a migration path for anyone who may try to use the update with said existing snapshot.

Oh wow, that’s quite an update. I’ll give it a read through and let you know if I pull it back into the main project.

Sorry to hear that things aren’t going so well. I’ll try to help in any way I can but cannot guarantee I’m able to figure out a solution.

What version of Aseprite are you running? Are you using the most recent version of this plugin? Do you have any other plugins/extensions running? If you are using the automatic snapshot functionality, what interval are you recording at? How big is the file you are working on?

Wow, that’s great!

I figured as much - maybe they’d be open to accepting a PR for such a change to improve more automation like extensions if it was reasonable.

I would be, but I assumed it’d require some way to to override the dialog that wasn’t exposed via the API.

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You will not be able to use the most recent version that contains the automatic snapshot tools, but you will be able to leverage the previous version that has the manual controls. That can be downloaded here (

That’s an interesting problem.

What Aseprite version are you using?

Do the files have sequential names?

Are you able to open the first file in the list with Aseprite like you would any other file and have it try to prompt then to open as an animation? That piece is built into Aseprite, so I’d be interested to see if that works.

I’m going to test on my PC when I get some free time but hoping we can figure out what has gone wrong.

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It cannot take automatic snapshots, I had tried to include a timer but doing so locks up Aseprite while the timer is enabled.

Given that’s the case, I do provide some tips as to how to enable triggering the snapshot via keyboard shortcut.

Glad you were able to get over that hurdle. Hope you find the scripts to be of use :)

Thank you for reaching out.

The scripts menu should be under the File tab on the main menu. I just checked it in the current version and did a reinstall to make sure everything is working as expected.

What version are you using? The scripts require at least version Aseprite 1.2.17.

Thank you! Hopefully you’ll be able to find use with it to make your progress gifs.

This was really fun. I like the idea of wanting to not dodge the bullets. Great artwork and sounds too!

I love the idea, I love giant monsters too, but it was fun to run around and attempt to "hide" while I'm knocking over buildings.

I like the approach, it is a bit challenging but that's what helped keep me playing. Great work.

I really liked your approach to moving between platforms, but also requiring the player to be smart about it with the evaporating slime mechanic.

I love this game. The whole combination of monochrome graphics, clean sprites, and simplistic game play just marry together for a wonderful experience. Great job!

I believe this entry is also related, is a rip of It appears there are three accounts by the same person: Limelighteditor, Highestage, and Binaireinc; All of these have ripped/stolen content.

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Thank you for playing! I can definitely see some of the tiles having annoying lines. It's not my best sprite work >_<

This was awesome, it felt just like the old LCD games I had growing up. The visuals and audio were on point.

I like the idea, a little twist on the classic snake. I did encounter an odd bug where a ghost spawned on my head. Other than that it's a great starting point, especially for only 2 days of work :D

Solid puzzle game, had me hooked immediately.

It's a short and sweet game. I loved the visuals and audio. Even for as simple of a game as it is, there was still a challenge to manage your stamina. I'd love to see this with more levels.

Simple game play with ever increasing difficulty, reminds me of games I played when I was a kid. Love it.

Gotta say I love the dig dug remake in Pico8! Good job

I love the graphics and audio, definitely feels like an older title. I enjoyed the variety of spells you get as you go, opening up your ability to solve puzzles. Boss fights were very creative.

Wow, I was not expecting someone to go this far for a throwback title. It looks good, a bit rough at times on the first level where the enemy difficulty ramps up to the point where you have to spam bullets hoping you hit because they move so fast. But this was a fantastic game, I'm so glad you made it :D

Love the audio and visuals. Like a polished Atari sort of feel.

Very well done, I found it challenging at times but I couldn't bear to quit. Loved the visuals and smooth controls.

This was a good play and had a nice retro feel. Loved the ending.

That would be because I forgot to link it back into the cave >_< Thank you for catching that.

I enjoyed the Pokemon-like feel of it, and it being a mix of old RPGs where the player progresses but in this case you can evolve into one of 3 forms. Dodocan is the best.