A downloadable tool

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Turn any opaque objects drawn on frame 1 of your active layer into a bouncing animation inside the canvas bounds (or inside a selection). The script never modifies the original layer and generates a new Bounce layer with the full animation.

What it does

  • Automatically detects connected groups of opaque pixels (objects) on frame 1 of the selected layer.
  • Assigns random horizontal and vertical speeds within your chosen range.
  • Objects bounce against the canvas edges or the edges of the active selection.
  • Generates an animation sequence (configurable duration) on a Bounce layer.
  • One‑click Clear button removes the generated animation.

Features

  • Non‑destructive – reads the original layer but never writes on it.
  • Selection aware – draw a rectangular selection to confine bouncing inside that area (perfect for boxes, screens, or platforms).
  • Random per‑axis speed – each object gets independent vx and vy between your min/max values.
  • Multi‑object support – works with complex shapes and multiple separate objects.
  • Duration control – from 1 to 256 frames.
  • Auto‑managed Bounce layer – created if missing, cleaned before each generation.

How to use

  1. On frame 1 of your sprite, draw one or several opaque objects (any color, alpha > 0) on the layer you want to use as source.
  2. (Optional) Make a rectangular selection to limit the bounce area.
  3. Run the script (File > Scripts > Heos Bounce).
  4. Adjust duration and speed range.
  5. Click Allons‑y! – the script creates/updates the Bounce layer and generates the animation.
  6. Click Clear to remove the Bounce layer content.

Parameters explained

ParameterWhat it does
Duration Total number of frames of the animation. Each frame updates object positions.
Speed Min/Max Speed range (pixels per frame) for each object and each axis. The script randomly picks a positive or negative value between these limits for vx and vy separately. E.g., min=1, max=4 → speeds like -2.3, 1.7, -3.9, etc.
Note: Objects bounce by flipping the corresponding velocity component (like a ball inside a box).

Example use cases

  • Raindrops inside a window (selection = inner frame).
  • Bouncing balls on a court.
  • Balloons or bubbles moving inside a confined area.
  • Multiple enemies wandering randomly inside a room.

Requirements

  • Aseprite 1.3 or newer.

💬 Feedback & Support

I love seeing how you use Heos Bounce in your projects. If you have questions, ideas, or just want to share what you’ve made, feel free to leave a comment or reach out directly. It’s always great to see your work in action.

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Download

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Click download now to get access to the following files:

HeosBounce.lua 10 kB

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