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basics.md

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# Basics
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Here you can learn the basics principles behind Aseprite.
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Here you can learn the basic principles behind Aseprite.
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In Aseprite, a [sprite](sprite.md) consists of a sequence of frames
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and a stack of layers. The intersection of frames and layers creates
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Each frame's image is produced from a stack of one or more
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[layers](layers.md), represented in order from bottom to top on the
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timeline. Layers at the bottom of the timeline are drawn first, and every
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subsequent layer is added over top of it. Layers assist you by divide
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subsequent layer is added over top of it. Layers assist you by dividing
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a single complex image into separate graphic component parts.
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Each frame-layer intersection is called a [cel](cel.md). The contents
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of any specific cel may be moved, edited, and deleted without
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effecting the contents of other cels, which make them ideal for
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affecting the contents of other cels, which make them ideal for
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isolating and editing specific elements of a graphic while preserving
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parts that do not change.
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files (one file per frame), or as a single `.png` file with all
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frames arranged in a single row or column, or as a 2-D [sprite sheet](sprite-sheet.md).
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See the [workspace](workspace.md) to know more about the elements
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in the window. See [workflow](workflow.md) section for more details.
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See the [workspace](workspace.md) to learn more about the elements of the
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window. See the [workflow](workflow.md) section for more details.
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## A hand on the keyboard
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You should put your left hand on the keyboard *(or your right hand if
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you are left-handed)*. As there are some handy keyboard shortcuts, you
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can use them from the very beginning to make a better use of Aseprite:
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can use them from the very beginning to make better use of Aseprite:
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* Keys <kbd>1</kbd>, <kbd>2</kbd>, <kbd>3</kbd>, <kbd>4</kbd>,
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<kbd>5</kbd>, and <kbd>6</kbd> can be used to change the
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[zoom](zoom.md) (you can use the Mouse Wheel to change zoom too).
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* <kbd>B</kbd> key is the Pencil tool, and <kbd>M</kbd> the rectangular marquee, maybe the
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most common tools that you will use.
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* <kbd>Alt+click</kbd> allows you to pick colours from the active image
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* <kbd>Alt+click</kbd> allows you to pick colors from the active image
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using the Eyedropper tool ![Eyedropper Tool Icon](tools/eyedropper-tool.png):
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<kbd>Alt+Left click</kbd> samples the Foreground Color,
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<kbd>Alt+Right click</kbd> samples the Background Color.
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the fastest way to reveal it!
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* Holding <kbd>Spacebar</kbd> as you <kbd>Left click+Drag</kbd> will
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pan your view of the sprite you are currently editing. Useful when
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pan your view of the sprite you are currently editing. This is useful when
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you're working on large graphics or are zoomed-in.
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## Alternative functions for right-click

canvas.md

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## Trim
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You can remove transparent borders from canvas automatically
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You can remove transparent borders automatically from the canvas
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using the *Sprite > Trim* menu.
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![Trim Preview](canvas/trim.gif)

layers.md

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# Layers
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One sprite can be separated in several layers. You can see them
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One sprite can be subdivided into several layers. You can see them
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in the [timeline](timeline.md):
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![Layer in timeline](layers/layer-in-timeline.png)
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![Layer icons](layers/layer-options.png)
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*Layer Name*: Text to identify this layer. You can change the layer
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name double-clicking the layer, or from *Layer > Properties* menu (<kbd>Shift+P</kbd> key).
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name by double-clicking the layer, or from the *Layer > Properties* menu (<kbd>Shift+P</kbd> key).
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*Cels*: A set of [cels](cel.md), frames that contain something
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visible for this specific layer in the specific frame.
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## Transparent Layers
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All layers with an alpha channel are called transparent layers.
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You can have several of these kind of layers in the same sprite.
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You can have several of these in the same sprite.
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You can stack them as you want using the [timeline](timeline.md).
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And you can displace these layers using the [Move tool](move-tool.md) ![Move tool icon](tools/move-tool.png)).
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## Layer Group
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You can [group layers](layer-group.md) to handle a set of layers as
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one unity.
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one unit.
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## Tilemap Layer
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overview.md

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Here you will find some help, tutorials, and little tips to use
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Aseprite and start getting the best from it from the very
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beginning. If you have some question you can start looking at the
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beginning. If you have some questions you can start looking at the
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[Frequently Asked Questions](/faq/).
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To get started, you can print the [Quick Reference](/quickref/). It
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**[Image & Sprite](sprite.md)**:
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* [Create a new Sprite](new-sprite.md) or [Open an existent one](open.md)
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* [Create a new Sprite](new-sprite.md) or [Open an existing one](open.md)
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* [Resize Sprite](sprite-size.md)
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* [Color Mode](color-mode.md) & [Color Profile](color-profile.md)
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* [Save Your Work](save.md)

sprite.md

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In Aseprite a document/file/sprite has the following properties:
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1. It has a [size](sprite-size.md) in pixels (width and height).
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1. It has a [color mode](color-mode.md), which tell you how many
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1. It has a [color mode](color-mode.md), which tells you how many
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colors the image can handle. All images in the sprite are in one
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specific mode, you cannot mix RGB images with Indexed images in the
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same sprite.
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1. A [color profile](color-profile.md) which tells
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in what color space RGB values are.
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1. A [color profile](color-profile.md) which indicates what color space the RGB values are in.
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1. It contains a set of layers. You can see them in
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the [Timeline](timeline.md). The most important concept here is
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that there are two kind of layers:
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that there are two kinds of layers:
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the [background layer](layers.md#background-Layer) for opaque sprites, and
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[transparent layers](layers.md#transparent-Layers).
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A sprite can contain only one background layer, but several
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transparent layers.
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1. It contains animation frames. Each frame has a duration, i.e. how many milliseconds
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the frame must be on screen when the animation is being played.
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1. Each layer/frame intersection is called [cel](cel.md),
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1. Each layer/frame intersection is called a [cel](cel.md),
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and contains the image where you finally can [paint](drawing.md).
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The [timeline](timeline.md) show you the whole structure of the
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sprite like a grid. Rows are layers and columns are frames, each
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The [timeline](timeline.md) shows you the whole structure of the
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sprite as a grid. Rows are layers and columns are frames, each
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little cell of the matrix is a [cel](cel.md):
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<img src="/docs/sprite/sprite-components.png" alt="Cels Matrix" class="xN" />

workspace.md

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# Workspace
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You should be familiar with the names of the window elements:
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You should become familiar with these window elements:
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<img src="/docs/workspace/screen.png" alt="Workspace Screenshot" class="xN" />
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[timeline](timeline.md), the [color bar](color-bar.md),
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and the [preview window](preview-window.md).
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Other familiar elements are the [menu bar](menu-bar.md) and
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the [tool bar](tool-bar.md).
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the [tool bar](tool-bar.md). The [status bar](status-bar.md) also gives you valuable
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information about the current sprite.
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The timeline is not visible by default, you can make it visible from
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*View > Timeline* menu option or pressing <kbd>Tab</kbd> key. (Also it popups
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The timeline is not visible by default, you can make it visible with the
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*View > Timeline* menu option or <kbd>Tab</kbd> key. (It also pops up
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automatically when you add a new frame or a new layer.)
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## Drag and drop tabs
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You can drag-and-drop tabs to a side or duplicate them
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using <kbd>Ctrl</kbd> or <kbd>Alt</kbd> keys:
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You can drag-and-drop tabs to any side of the sprite editor window or
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duplicate them using the <kbd>Ctrl</kbd> or <kbd>Alt</kbd> keys along
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with the <kbd>Left Mouse Button</kbd>:
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<p><a href="http://imgur.com/WiXPPgg"><img class="img-responsive" width="330" height="291" src="http://i.imgur.com/WiXPPgg.gif" title="source: imgur.com" /></a></p>
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