Build 08 · After the Heroes

An animated pixel art short in one Aseprite file

The heroes came through last night. Now the skeleton janitor has to clean up the goo, the arrows, the coins and a very hungry mimic. Every sprite was drawn new for this short.

AI agent
Claude
Built with
SpriteRelay CLI
Files
1
Frames
512
A dungeon hall the morning after: a skull banner, a treasure chest, green goo, arrows and coins on the floor.

Real exports

Look closer

Move over the picture to zoom into the pixels.

A vaulted dungeon room with torches, a red banner, a dais and the mess left by heroes.
A vaulted dungeon room with torches, a red banner, a dais and the mess left by heroes. Real export, 480×270.

What makes it work

Inside the file

  • Cleaning is literally a layer emptying out: the Mess layer holds everything the heroes left.
  • Light is layers too: a multiply Shade layer, Lights, and an additive Glow.
  • Everything that moves lives on tilemap layers, so a 512-frame file stays small.

How it was built

Step by step

  1. Rig and drawThe janitor, the knight, the slime and the props, each on named layers.
  2. BuildStep by step through SpriteRelay CLI, compared with the design after every step.
  3. ExportsThe 512 final frames and five layers exported on their own.

The files

What was built

Files in this build
FileCanvasFramesLayersTagsSlicesSize
After the Heroes
heroes.aseprite
480×270 rgb5129 (7 tilemap)11—1.7 MB

Read from each file's own record (SpriteRelay's file summary of the final .aseprite where one was taken).

How it was checked

  • Every build step matches the design exactly.
  • Real exports only: step snapshots, final frames and per-layer exports.

Watch

The videos

Every frame on screen is cut from the file's real exports.

Do this with your own sprites

Every build here was made through SpriteRelay CLI.

Your assistant inspects, patches, previews and exports real .aseprite files, and nothing reaches your project until you commit.