Pictured: Sprite sheet viewed in aseprite and then in default windows image viewer. You should be able to compile Aseprite successfully on the following .lib, .obj, .a, .o, etc). I am trying to export some pixel art animations as PNG sprite sheets, but background color appears even though the sprite sheet in aseprite shows the bg to be transparent. Or you can clone the repository and all its submodules using the Posted by 4 months ago. they're used to log you in. We use optional third-party analytics cookies to understand how you use GitHub.com so we can build better products. compiler (cl.exe) is used instead. Press question mark to learn the rest of the keyboard shortcuts. Also, if you really want to find a solution to compiling skia: I would start off by making sure your compiler version is 64 bit, is this before or after compiling skia? Log In Sign Up. 4. I’m trying to compile Aseprite v1.2.11. i then followed the normal instruction and got the final compile working. the project: When ninja finishes the compilation, you can find the executable You signed in with another tab or window. Introduction. Its main features are: Sprites are composed of layers & frames as separated concepts. You can then use precompiled skia, so you would get around your current issue, too. I anm compiling Aseprite using this tutorial. When I use the sprite sheet in Godot I see the background color. the first time in case that you don't know or don't want to modify the Windows, macOS, and const SkScalar max_fixed32dot32 = SK_MaxS32 * 0.25f; any way someone can tell me what the error is? share. when i use the command ninja -C out/Release skia, [3/4] compile ../../../src/shaders/SkImageShader.cpp, FAILED: obj/src/shaders/skia.SkImageShader.obj, "c:\deps\llvm/bin/clang-cl.exe" /nologo /showIncludes /FC -D_CRT_SECURE_NO_WARNINGS -D_HAS_EXCEPTIONS=0 -DWIN32_LEAN_AND_MEAN -DNOMINMAX -DNDEBUG -DSK_GAMMA_APPLY_TO_A8 -DSK_ALLOW_STATIC_GLOBAL_INITIALIZERS=0 -DSK_ENABLE_DISCRETE_GPU -DSKIA_IMPLEMENTATION=1 -DSK_HAS_JPEG_LIBRARY -DSK_SUPPORT_PDF -DSK_HAS_PNG_LIBRARY -DSK_HAS_WEBP_LIBRARY -DSK_XML -I../../../include/android -I../../../include/c -I../../../include/codec -I../../../include/config -I../../../include/core -I../../../include/docs -I../../../include/effects -I../../../include/encode -I../../../include/gpu -I../../../include/atlastext -I../../../include/pathops -I../../../include/ports -I../../../include/svg -I../../../include/utils -I../../../include/utils/mac -I../../../include/private -I../../../src/c -I../../../src/codec -I../../../src/core -I../../../src/effects -I../../../src/fonts -I../../../src/image -I../../../src/images -I../../../src/lazy -I../../../src/opts -I../../../src/pathops -I../../../src/pdf -I../../../src/ports -I../../../src/sfnt -I../../../src/shaders -I../../../src/shaders/gradients -I../../../src/sksl -I../../../src/utils -I../../../src/utils/win -I../../../src/xml -I../../../third_party/gif -I../../../src/gpu /bigobj /WX /utf-8 -fms-compatibility-version=19 -imsvc "C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC/Tools/MSVC/14.26.28801/include" -imsvc "C:/Program Files (x86)/Windows Kits/10/Include/10.0.18362.0/shared" -imsvc "C:/Program Files (x86)/Windows Kits/10/Include/10.0.18362.0/ucrt" -imsvc "C:/Program Files (x86)/Windows Kits/10/Include/10.0.18362.0/um" -imsvc "C:/Program Files (x86)/Windows Kits/10/Include/10.0.18362.0/winrt" /O2 /Zc:inline -Wno-unused-parameter /GR- /c ../../../src/shaders/SkImageShader.cpp /Foobj/src/shaders/skia.SkImageShader.obj /Fd"obj/skia_c.pdb", ../../../src/shaders/SkImageShader.cpp(85,39): error: implicit conversion from 'const int32_t' (aka 'const int') to 'float' changes value from 2147483647 to 2147483648 [-Werror,-Wimplicit-int-float-conversion]. I've found the following reddit post: and used the answer of JHutsonDev but I'm …

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