Enemy Forge
One kobold grunt, built for real through SpriteRelay as an indexed Aseprite file, cut into 20 gear files and recoloured by the palette_variants export: 100 enemies. Pick a head, a weapon and an element. Every frame below is that variant's real exported sheet.
Frames and tags
In the file
The export call
One master
A 64×64 indexed sprite with 17 layers (every head and weapon), 43 frames, tags with game data and slices, built move by move through SpriteRelay CLI. Each step was exported and compared with the design: diff 0.
20 gear files
Each is the master with the other heads, weapons, attack frames, tags and slices removed (remove_layer, remove_frame, remove_tag, remove_slice): 7 layers, 25 frames.
100 enemies
The palette has 48 fixed slots (scales, belly, cloth, metal, glow…). One palette_variants call per gear file writes five .aseprite files, one per element palette. All 100 were checked frame by frame.
Ready for a game
Tags carry the data: attack frames that hit, the walking speed in px/s, when to spawn the arrow or bolt. Slices mark the pivot, the hurtbox, the hitbox and the muzzle. The warren is a prop drawn for this page.