Table of contents
Platforms
You should be able to compile Aseprite successfully on the following platforms (older and newer versions might work):
Windows 11 + Visual Studio Community 2022 + Windows 11 SDK
Important: We don't support MinGW
macOS 15.2 Sequoia + Xcode 16.3 + macOS 15.4 SDK
Linux Ubuntu Focal Fossa 20.04 + clang 12
Get the source code
You can get the source code downloading a Aseprite-v1.x-Source.zip
file from the latest Aseprite release (in that case please follow the compilation instructions inside the .zip
file):
https://github.com/aseprite/aseprite/releases
Or you can clone the repository and all its submodules using the following command:
To update an existing clone you can use the following commands:
You can use Git for Windows to clone the repository on Windows.
Dependencies
To compile Aseprite you will need:
The latest version of CMake
Ninja build system
And a compiled version of the
aseprite-m124
branch of the Skia library. There are pre-built packages available. You can get some extra information in the laf dependencies page.
Windows dependencies
Windows 11 (we don't support cross-compiling)
Visual Studio Community 2022 (we don't support MinGW)
The Desktop development with C++ item + Windows 10.0.26100.0 SDK from Visual Studio installer
macOS dependencies
On macOS you will need macOS 15.4 SDK and Xcode 16.3 (older versions might work).
Linux dependencies
You will need the following dependencies on Ubuntu/Debian:
Or use clang-12 packages (or newer) in case that clang in your distribution is older than clang 12.0:
On Fedora:
On Arch:
On SUSE:
Automatic Building
We offer a new build script that automates and help you to compile Aseprite following instructions on screen. This will be the preferred method for new users and developers to compile Aseprite.
After you get get Aseprite code and install its dependencies, you can run build.cmd file on Windows double-clicking it, or build.sh on macOS or Linux running it from the terminal from the same Aseprite folder.
Manual Building
Get Aseprite code, put it in a folder like
C:\aseprite
, and create abuild
directory inside to leave all the files that are result of the compilation process (.exe
,.lib
,.obj
,.a
,.o
, etc).In this way, if you want to start with a fresh copy of Aseprite source code, you can remove the
build
directory and start again.Enter in the new directory and execute
cmake
:Here
cmake
needs different options depending on your platform. You must check the details for Windows, macOS, and Linux. Somecmake
options can be modified using tools likeccmake
orcmake-gui
.After you have executed and configured
cmake
, you have to compile the project:When
ninja
finishes the compilation, you can find the executable insideC:\aseprite\build\bin\aseprite.exe
.
Windows details
Open a command prompt window with the VS 2022 tools. For this you can search for x64 Native Tools Command Prompt for VS 2022
in the Start menu, or open a cmd.exe
terminal and run:
The command above is required while using the 64-bit version of Skia. When compiling with the 32-bit version, it is possible to open a developer command prompt instead.
And then
In this case, C:\deps\skia
is the directory where Skia was compiled or uncompressed.
MinGW
We don't support MinGW compiler and it might bring some problems into the compilation process. If you see that the detected C++ compiler by cmake is C:\MinGW\bin\c++.exe
or something similar, you have to get rid of MinGW path (C:\MinGW\bin
) from the PATH
environment variable and run cmake again from scratch, so the Visual Studio C++ compiler (cl.exe
) is used instead.
You can define the CMAKE_IGNORE_PATH
variable when running cmake for the first time in case that you don't know or don't want to modify the PATH
variable, e.g.:
More information in issue #2449
macOS details
Run cmake
with the following parameters and then ninja
:
In this case, $HOME/deps/skia
is the directory where Skia was compiled or downloaded. Make sure that CMAKE_OSX_SYSROOT
is pointing to the correct SDK directory (in this case /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk
), but it could be different in your Mac.
Apple Silicon
If you running macOS on an ARM64/AArch64/Apple Silicon Mac (e.g. M1), you can compile a native ARM64 version of Aseprite following similar steps as above but when we call cmake
, we have some differences:
Issues with Retina displays
If you have a Retina display, check the following issue:
https://github.com/aseprite/aseprite/issues/589
Linux details
You can compile Aseprite with gcc or clang. In case that you are using the pre-compiled Skia version, you must use libstdc++ to compile Aseprite:
In this case, $HOME/deps/skia
is the directory where Skia was compiled or uncompressed.
Using shared third party libraries
If you don't want to use the embedded code of third party libraries (i.e. to use your installed versions), you can disable static linking configuring each USE_SHARED_
option.
After running cmake -G
, you can edit build/CMakeCache.txt
file, and enable the USE_SHARED_
flag (set its value to ON
) of the library that you want to be linked dynamically.