Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thanks for replying! One more question: can it display all the layers for a frame simultaneously, like Aseprite does? That’s a must-have for me, since I need to see the complete composite while editing. Having each layer on a completely separate timeline could be a little disruptive to my workflow.

No problem! Yes there is a Sync toggle that syncs all frames to preview them simultaneously. It may seem a little different at first but it does have it’s advantages because you can choose which animation sets you want to sync. In the case that for example, you have a player’s legs animated to run, and you want the player’s upper body to have different animations such as aim, reload, punch, etc. In aseprite you would have to copy the leg’s run frames to all upper body animations to preview them simultaneously in combination. And that would only work if you have the same amount of frames on the leg’s run animation as each upper body animations. Another issue would be editing the run animation you would have to copy the edited frames on to all upper body animation. Furthermore, if you introduced more leg and upper body animations you would have to do a lot of manual work to preview them to see if they sync well. In Manabit, you just select which animation from which layer you want to preview by selecting the animation you want to preview as the “favorite “. 

Yes it’s possible but it’s different than sharing timelines. It’s designed to handle any combination of animations for game design mostly, so you can build all assets in one file and preview it all together.

I do encourage you to give it a try. It’s slightly different but infinitely more powerful. And it will only get better with updates.

I hope that clears up the differences. You can also read the docs for more info.

https://manabit.app/docs/features/animations/

Thanks so much for the long-winded response! I’ll definitely give it a try and experiment with it ;)

We updated our animation system. It is now more in line with what you mentioned here.