Should have bolded and quoted "RELATIVELY".
Haha yeah. Thank you so much! I'll try it out asap.
There is no explicit FPS for the whole animation, instead each frame has a time in milleseconds. To fill in a value I calculate a tentative FPS from the duration of the first frame and then use that value to calculate durations for the rest of the frames which are relative to that first measure.
That is fine. That is one of the settings that I often end up changing anyway. Often I end up importing an animation and it ends up faster or slower than I have set it up in aseprite simply because in the context of the entire game it feels different. What is interesting is really the individual frame-timing!
The way Aseprite uses settings such as Loop is per tag, so you can have multiple different ones in ranges of the whole timeline. C3 just has one value for the whole animation. So instead of using the values from Aseprite, the export script just shows a dialog with the settings that can't be extracted in a way that makes sense.
The way I use tags is to have multiple animations in one file. In my ideal world I would export each tag from aseprite into a different animation. Here's an example from the net of how I roughly set up my files. So each tags loop settings would be per animation, and each tag would export a different animation for the same sprite.
i.ytimg.com/vi/KzgugqLahik/maxresdefault.jpg
The export script can use the tag information, but not completely because Aseprite is more advanced that C3 in that regard. In C3 you only have a tag for each frame, that's it. In Aseprite you can define a range. To do something useful with the data, the frames where a tag range starts, get the value, while frames covered by the range, are left empty. The information could be used differently.
See above, I'd use the frame tag as an individual animation. Tags in the context of aseprite are used differently than in Construct. That would mean though there is no real place to actually put tags as they are used in Construct, but that's a fair tradeoff. I'll see if I can manage to adapt the script.