BrashMonkey SpriteR R8 Pro Edition incl Activator
Spriter Pro enables the “modular” method of animating where frames are constructed from many small, re-usuable images (such as body parts). This method of animating offers many benefits for several aspects of a game’s development and for the finished product.
It doesn’t matter whether you are an experienced game design artist or an aspiring game maker. Regardless of your skill level, you will be able to spend far less time tweaking and polishing your game art if you are using Spriter since it will allow you to reuse just a handful of modular images.
Let’s say it becomes necessary to change your game character’s head configuration during the final design stage. If you have Spriter in your 2D design toolbox you will only need to change a small handful of the head images because the modules are set up to be used across all animation frames.
Because the modular images (game character body parts) can be freely nudged around or rotated, you will find it much easier to make tweaks that might become necessary during gameplay testing. Spriter makes it very easy for the professional game artist to deal with whatever tweaks the designer needs to make.
Unlimited Character Variations!
Not only does this method allow for super fast and painless creation of alternate characters based on the data from another character, it’s also a memory-efficient way of creating all the variations of a character that can change throughout a game (such as collecting power-ups and new equipment).
Pro Features Include:
- Use individual PNGs (or JSON spritesheets) from any source to animate
- Animate with bones or by controlling images directly
- Adjust pivot points for each image
- Scale and rotate any object per frame
- Set the opacity of any object per frame
- Basic easing features
- Advanced easing curve options
- Create multiple “entities” (animation sets) per file
- Onion skinning to see previous and up-coming key-frames
- Basic IK (inverse kinematics) support
- Full IK support and IK locking (forward kinematics)
- Use animations within animations to make complex scenes easily
- Advanced automated control features for animations within animations
- Create character variations by swapping image sets (Character maps)
- Trigger and preview sound effects at any point in the timeline
- Lip-sync via Papagayo
- Export animations as PNG images, strips, sheets or Gif Animations
- Add custom watermarks while exporting images or Gifs
- Automatically import sequential images as animated sprites
- Create named collision rectangles per frame
- Create named action points per frame and set their angle
- Create horizontal and vertical guidelines on the canvas
- Lock or hide individual objects to protect or hide things as you work
- Set “animated” variables for your character anywhere in the timeline
- Create “Triggers” anywhere in the timeline to initiate actions in-game
- Set “Tags” to any part of the timeline to designate “state changes”
- Create rotated, flipped and scaled clones of entire animations
- Merge separate Spriter projects into one (Great for teams making games)
- Auto update detection
- Auto save feature
Whats new in Release 8
Additions and Enhancements
- Image packing dialog now remembers previous settings
- Added ability to add padding (transparent pixels surrounding each image) to spritesheets
- Added ability to embed spritesheet information into the scml or scon file. The embedded information is not loadable by Spriter, but this will allow developers to create implementations that don’t require a separate file for texture atlas information.
- Added the ability to choose whether to save spritesheeted projects as scml or scon
- Changed ‘overwrite default pivot’ to also automatically sets the sprite to default pivot point mode in the current frame
- Fixed a bug where right-clicking a pivot point and choosing Set to Default Pivot Point, would only set the pivot point to the default value, but not apply the default pivot point state to the sprite
- Fixed a bug where you couldn’t drop objects outside of the hierarchy in the hierarchy window to remove them from all parent bones
- Fixed bug where you couldn’t edit the pivot point of a spritesheeted image from the file dialog
- Fixed bug where creating a spritesheeted project from the imagepacking dialog with multiple spritesheets would create a project that would load correctly, but had the incorrect folder structure within the file
- Fixed a bug where double-clicking a spritesheeted folder in the fileview would open up an empty pivot point editing widget
- Fixed crash when adding a skin to a project
- Fixed a bug where right clicking on skin controls would cause the right click menu to pop up. This bug also prevented the uv skin controls from popping up when double right clicking on skin controls.