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Spriter is now at version 0.8 and has all major features working.
I’m paying programmers to make Spriter plug-ins for several of the major game authoring packages so that users of those packages can benefit from all of Spriter’s intuitive and optimized features And I’d LOVE to include Game Develop to the list.
Anyone interested?
Aside form general tweaks and improvements, one of the most important feature additions is the ability to export finished animations as sequential images.
I’ve now split Spriter into two versions: Spriter Lite (free) and Spriter Pro.
Spriter Lite maintains most of the features you’re already used (with tweaks and improvements) But Spriter Pro has the full set of features necessary for art asset production for a major game title, such as the ability to merge Spriter projects, Scale entire Spriter projects, and export sequential 24 bit PNG images with alpha channels intact. (Spriter lite can export sequential images, but only BMP without alpha channels.)
Please help support Spriter by spreading the word about it.
If Spriter is useful to you and you want to see it succeed and improve as rapidly as possible, please consider taking advantage of the Early Adopter sale to get Spriter Pro for a drastically reduced price. Those that do will be greatly appreciated and their bug reports and feature suggestions will be an important part in Spriter’s development.
Game Develop uses simple plain images ( No specific sprite sheet or such things ).
I may make some changes to object editor so as to improve its usability : in such a case, I can make sure GD is able to import easily images exported from spritER ( or code a plugin for SpritER to export images so as Game Develop can import it ).
Could you explain how SpritER currently export the images? How files are named for example as I’m unable to try spritER for now ( and not before august ).
Hi 4ian,
Spriter an export sequential 24 bit png images, but the real power of Spriter is it’s own custom data format. Ideally game engines would use the data (an INI file in fact) to recreate the animations within the game engine.
Spriter’s default data is simply text information telling Spriter which images (like body parts) to draw where, at what rotation, what dimensions, what opacity, etc.
This alows to fit a huge amount of animations into a very small game file…because the game just needs those few images and the INI file which tells it how to make all the frames.
Spriter also supports other great game related features like collision rectangles, sound triggering and anchor points.
I can’t right now, but tomorrow I’ll give you links to documents explaining the spriter data structure and the ideal featuers a Spriter plug-in would have.
It allows the creation of animations by combining multipe stretched, rotated, flipped, and alpha faded images per frame, BUT it does NOT actually use a bone system. You just place whatever image you want anywhere in any frame… its easier to learn and doesn’t necessiraly promote the sort of paper, doll look that is usually the result of bone animating…because its super easy to switch out one image with another for any given body part for example.
Oh and, does it provide support for SVG images format ? Including importing/exporting ? I guess that if this is implemented I would use this cool stuff