This document tracks known issues, limitations, and workarounds for the Aseprite Pixel Art Plugin.
Version: 0.1.0 Last Updated: [Date]
Issue: Aseprite path detection may fail on non-standard installations
Impact: Low
Workaround: Use /pixel-setup /path/to/aseprite to specify path manually
Status: By design - user can configure manually
Issue: Permission errors when creating config directory on some macOS versions
Impact: Low
Workaround: Manually create ~/.config/pixel-mcp/ directory first
Status: Investigating
Issue: Snap-installed Aseprite may have sandbox restrictions Impact: Medium Workaround: Use traditional package installation or specify path manually Status: Documented in setup instructions
Issue: Path with spaces may require quoting in config
Impact: Low
Workaround: Escape backslashes in JSON: "C:\\\\Program Files\\\\Aseprite\\\\Aseprite.exe"
Status: Documented in config template
Limitation: Maximum canvas size 65535x65535 pixels Reason: Aseprite internal limit Workaround: None - use smaller canvases Impact: Low (rarely need canvases this large)
Limitation: Indexed mode limited to 256 colors Reason: Indexed color palette limitation Workaround: Use RGB mode for unlimited colors Impact: Low (retro palettes typically <256 colors)
Limitation: Frame duration minimum 1ms, maximum 65535ms Reason: Aseprite frame timing limits Workaround: Use appropriate FPS (10-60 typical) Impact: Low (range covers all practical uses)
Limitation: GIF export limited to 256 colors Reason: GIF format limitation Workaround: Reduce palette before export or use PNG sequence Impact: Low (pixel art typically uses limited palettes)
Limitation: JSON metadata formats may not match all game engines Reason: Different engines use different formats Workaround: Manually adjust JSON or request new format support Impact: Medium (affects game engine integration)
Issue: Operations on >512x512 sprites may be slow Impact: Low Mitigation: Progress indication, recommend smaller sprites Status: Acceptable for pixel art use case
Issue: Animations with >100 frames may take time to process Impact: Low Mitigation: Batch operations, progress feedback Status: Acceptable (most pixel art animations <50 frames)
Issue: Floyd-Steinberg dithering slower than Bayer Impact: Low Explanation: Algorithm complexity trade-off for quality Status: Expected behavior
Issue: Some operations fail on blank sprites Impact: Low Workaround: Draw something before exporting/processing Status: Added validation and helpful errors
Issue: Exporting single-frame sprite as GIF may seem odd Impact: Low Workaround: Use PNG export for single frames Status: Documented in export guide
Issue: Antialiasing and dithering may not work well on <16x16 sprites Impact: Low Explanation: Not enough pixels for techniques to apply Status: Documented in professional Skill
Issue: Timeout errors on very slow systems
Impact: Low
Workaround: Increase timeout in config: "timeout": 60
Status: Configurable
Issue: Some Aseprite GUI features not available via CLI Impact: Medium Explanation: CLI has subset of GUI functionality Status: Work within CLI capabilities
Items not considered issues, but potential improvements:
- More Palette Presets: Additional retro console palettes
- Custom Brush Support: Drawing with custom brushes
- Layer Effects: Apply effects to specific layers
- Batch Processing: Process multiple sprites
- Animation Curves: Non-linear frame timing
- Onion Skinning Hints: Visual aids for animation
Found a bug not listed here?
- Check if it's already reported: GitHub Issues
- Verify it's reproducible
- Note your platform, Aseprite version, plugin version
- Include steps to reproduce
- Report at: https://github.com/willibrandon/pixel-plugin/issues/new
- Issue reported
- Reproduced and confirmed
- Added to this document if won't fix immediately
- Fixed in code if critical
- Verified fix with testing checklist
- Removed from this document when released
- Added to CHANGELOG.md
Note: This document reflects known issues at time of writing. Check repository for latest updates.