Name: Spriter Pro
Released: Aug 30, 2016
Mac Platform: Intel
OS version: 10.7 or later
Processor type(s) & speed: 64-bit processor
Activation: Use the included Serial (Courtesy of The Blade)
Tested on macOS 10.12.1
Web Site: http://www.brashmonkey.com/spriter.htm
Steam Store Page: http://store.steampowered.com/app/332360
Spriter enables the "modular" method of animating where frames are constructed from many small, re-useable 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:
• Save Time! - 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 in order to create all of the animation frames required for your new 2d game character or special game effect.
• Instant Iteration! - Let's say it becomes necessary to change your game character's head configuraton 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 since the modules are set up to be used across all animation frames. Instead of having to face the huge task of redrawing or editing the head in every single frame of your full frame animation, you can now turn what would have been a lengthy and potentially expensive task into a quick and painless one. • Custom Tweaking - 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 powerups and new equipment).
• Huge savings of both file and heap space! - Instead of each frame of animation being a large complete image, it's simply a tiny amount of data storing the position, rotation etc of each small and re-used “body part” sprite image. The larger and more robustly animated your game characters and special effects are, the greater the savings will be.
What's New in Version 9:
Released on Aug 30, 2016
Additions and Enhancements
・Windows version now has access to an additional gig of RAM. Solves black image issue for very large projects.
・Added the ability to set a bounding box for animations using an automatic bounding box calculation
・Crash detection now extends until the program is successfully closed (rather than just after successful program startup)
・You can now nudge a pivot point one approximate pixel at a time using the arrow keys in the pivot point widget
・Canvas now updates changes from the pivot point widget in real time when character maps are active
・Fixed a bug that could cause certain projects to fail to save a spritesheeted version if the project used nested subdirectories
・Fixed a bug where changes made by editing a subentity's properties through the object widget would revert after unfocusing the object widget
・Fixed bug that resulted in scrubbing playing a split-second of the start of an audio clip when doing slow pixel by pixel audio scrubbing or scrubbing with snapping on
・Fixed a bug where exporting pngs/gifs would export any active onion skins
・Fixed a bug where it was possible for pixel art mode to sometimes save unrounded values. Now also attempts to repair unrounded values from previous version upon loading as well.
・Fixed a bug where children of IK locked parent bones would inherit properties even if that property's inheritance was disabled
・Fixed a bug where metadata (variables and tags) keys would disappear if moved while the metadata timelines were collapsed
・Fixed a bug where the resize (drag arrow) controls for changing animation bounding boxes would zoom along with the canvas
・Fixed a bug where resizing a project would round all image sizes down. Now rounds image sizes to the nearest integer.
・Fixed a bug where resizing a project would save the original image sizes in the 'file' section of the scml/scon file
・Fixed bug where holding shift to use proportional scaling while resizing objects in canvas would cause erratic behavior or crashes if the pivot points were too close to the edge of the bounding box being dragged
・Fixed a bug where object properties widget cut off text on Windows machines with high DPI display
・Fixed a bug where points which were children of parent bones with negative width or height would display their angles incorrectly
Full Changelog: http://steamcommunity.com/games/332360/announcements/detail/582476161068612888
Video tutorials to get started: