Asset graph nodes

The Asset graph decides what is written: sprites, sheets and every file format. Each node has a page with what it takes and gives and every setting.

How the graph works, with examples: the Asset graph in the manual. Other graphs: Style graph · Action graph · Scene graph.

Nodes

  • Sprites: Input.
  • Image file: Input: a picture from outside, as a sprite list of its own: a PNG — one frame, or a strip or grid cut into frames Frame width by Frame height, each held Each frame — or a GIF, with its frames, their delays and whether it loops.
  • Merge: Every list wired in, as one: many sprite lists on one sheet.
  • Layer: One layer of each list: final, lines or flat, or one of the maps a game lights the sprite with — normal, depth, emission — which makes the sheet it lands on a picture of colours rather than palette indices — or shadow, the shadow each frame casts, in black (the one the project's Shadow asks for, else a contact shadow), which an Overlay puts under the sprite; or the name of one of the style graph's extra outputs, whose rows are then named after it (idle_South_rim).
  • Frame range: Frames from to to of each list, counted from 0: from=3 to=3 for a still or an icon (a new one is from=0 to=0, the first frame), from=2 to=5 for a few.
  • Hold: Every frame of each list held times as long.
  • Flip: Each list mirrored left to right, standing for another camera: a Sprites node of East flipped as West is walk_West, drawn from walk_East — pixels, normals, hit boxes and root motion mirrored.
  • Tag: Whether the rows loop (Keep, Yes or No), and a pivot of their own (x,y in cell pixels) for a clip that stands differently.
  • Arrange: Each list on a sheet: grid or strip, padding, extrude, power of two, trimming, repeated frames stored once, a maximum width to wrap rows under, a maximum height past which the sheet is split into pages (whole clips to a page, each its own set of files), and frames per row, which runs every clip on after the last as a contact sheet does.
  • Place: Each sheet moved to a place on the image.
  • Stack: Two sheets as one, the second under or beside the first, with a gap.
  • Overlay: One sheet laid exactly over another, the way the engine stacks layers: the top's empty pixels show the bottom.
  • Sheet: A sprite sheet in memory.
  • File: Output: one file on disk, written from the Sheet it is wired from, with its own settings on its face, Open to open its file, and Generate when it is slow to make.
  • JSON: each frame's place, duration, pivot and tags (Aseprite's layout)
  • Aseprite file: an .aseprite with a layer per layer and a tag per clip
  • Godot SpriteFrames: a .tres Godot 4 plays the sheet with
  • Normal map: the sheet's normals, laid out like it
  • Depth map: the sheet's depth, laid out like it
  • Emission map: what glows, laid out like the sheet
  • Line and flat layers: the lines and the flat colours, and the style's extra outputs
  • Palette: the colours, as .hex and .gpl
  • GIF per clip: an animated GIF of each clip
  • APNG per clip: an animated PNG of each clip
  • Video per clip: an .avi of each clip, lossless, for a trailer or a store page
  • Light kit: the ramps, the lookup and the shaders an engine relights it with
  • PICO-8 cart: a .p8 cartridge holding the sheet
  • Report: the sheet with every problem found marked on it
  • Shadow layer: the sprites' shadows on a sheet of their own, laid out like the sheet
  • Palette variants: the sheet again in other colours: a hit flash, a team, a palette
  • Paper-doll layers: a base without props, and a layer per prop or piece
  • Parallax layers: the scene cut into layers by depth, the far ones hazed
  • Text file: Output: a text file from a template over the frames (below).
  • ZIP archive: Output: a ZIP of the files of the file nodes wired into it (To is where it goes) — a Sheet wired in is everything that sheet writes — or, with nothing wired, of every file the export wrote.
  • Tile set: An autotile set of a terrain, tiles that join, drawn with a Style like the sprites: wire a tile file from it for each engine.
  • Icons: Output: inventory icons of the model, from the ¾ angle under the studio light, outlined in the Rarity's colour (or From the file's name), Framed or not, at each of the Sizes: a PNG an icon and an atlas and a JSON index a size, into the folder To.
  • Animation file: Output: an animation of each sprite list wired in, with no sheet between: a GIF, an APNG or an uncompressed video (Each list as), Scale times bigger, a video at Frames a second over Background.
  • Tile set JSON: each tile's place, mask and neighbours
  • Godot TileSet: a Godot 4 TileSet (.tres) with terrains, animation and collision
  • Tiled tileset: a Tiled tileset (.tsx) with a wang set
  • Dual-grid sheet: the corner tiles in TileMapDual's standard layout
  • GameMaker autotiles: the tiles in GameMaker's autotile template order
  • RPG Maker autotiles: an RPG Maker A2 autotile block (A1 with 3 frames)
  • Unity RuleTile: a Unity RuleTile (.asset) and the sheet's import settings (.meta)
  • LDtk project: an LDtk project whose IntGrid auto-rules paint with the tiles
  • Tile palette variants: the tile sheet again in other colours: a season, a night
  • Map preview: a random map drawn from the set, as a game draws it
  • Number value: A number, to wire into any number a node takes.
  • On/Off: On or off, to wire into anything a node turns on or off.
  • Angle: An angle in degrees, to wire into any angle or number.
  • Words: Words, to wire into a name or a choice.
  • Add values: The two numbers added.
  • Subtract values: The second number taken from the first.
  • Multiply values: The two numbers multiplied.
  • Divide values: The first number divided by the second; 0 when the second is 0.
  • Smaller value: The smaller of the two numbers.
  • Larger value: The larger of the two numbers.
  • Is above: On when the first number is above the second.
  • Opposite: Off when on, on when off.
  • Both on: On when both are on.
  • Either on: On when either is on.
  • Pick a value: The first number when on, the second when off.