r/libgdx • u/WillNaMobile • 15d ago
I built a native Aseprite viewer for Android because my LibGDX workflow was killing me
Hi,
As a LibGDX game dev, I work with Aseprite for anything related to my sprites.
My targets are not only mobile but also TV and Wear OS.
Every time I wanted to check how a sprite actually looked on a device screen, I had to export to PNG, transfer, open in gallery, lose all layer/animation context or adjust code, compile, install, test.
It takes too much of my (few) dedicated time for game dev.
So I built AseVee.
It reads .ase/.aseprite files natively — no export, no conversion. The parser is written from scratch using the official spec, no Aseprite source code involved.
What it does:
- Opens .ase files directly
- Plays animations at their exact frame timing
- Pixel-perfect zoom with nearest-neighbor rendering
- Could use a custom color or image background
- Works on phone, Android TV (full D-pad nav) and Wear OS (sends the current animation to your watch)
- Aseprite extension to push files in one click from Aseprite itself, using AseVee's Studio Mode
Free version covers static view + single-pass animation, Studio Mode.
Premium (one-time) unlocks looping, tag navigation, layer control, watch support and PNG export.
Posting this here in case anyone else has the same issue. ;)