• Time! Because an artist will be reusing a handful of modular images to create all of the
frames for a character or effect, there will be much less time spent tweaking and
polishing.
• Iteration! Let’s say it becomes necessary to change an otherwise finished character’s
head design. Instead of the huge task of redrawing or editing the head in every single
frame of full frame animations, the artist would only need to change the handful of the
head images that are used across all frames, turning a huge task into a quick and
painless one.
• Tweaking... Because the modular
images (body parts) can be freely nudged
around or rotated, it becomes much easier
for a non-artist to make tweaks that might
be necessary for gameplay, and very easy
for the artist to go and re-address
whatever tweaks the designer needed to
make.
• Character variations! Not only does
this method allow for super fast and
painless creation of alternate characters
based on the data of another character, it
also allows for an extremely time and
memory efficient way of creating all the
variations of a character which can
change throughout a game (such as collecting powerups and new equipment). (coming
soon)
• Huge savings of 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” image. The larger and more robustly animated
your characters and effects, the greater the savings will be.
• Per frame, you’ll be able to trigger multiple sound samples (with volume control) in an
animation. (coming soon)
• Per frame, you will be able to place and name an unlimited number of “action points”.
Perfect for telling the game where to spawn bullets or anchor other sprites etc. (Pro
version) (coming soon)
• Per frame, you will be able to place, name AND set an alpha or numeric value for an
unlimited number of collision rectangles! (Pro version) (coming soon)
© BrashMonkey 2010-2012
Download the
latest beta
build of Spriter
now for
Windows, Mac
or Linux!
Here’s a handy playlist of
tutorial videos to help get
you started.
Spriter’s data format is
open, so any developer can
create plug-ins or example
code for any development
system to allow for playback
of Spriter files.
Get an example Spriter
SCML file
Get documentation
explaining the SCML data
format in detail
Spriter enables the “modular”
method of animating where,
instead of each frame being a
single complete image, it is
constructed from many small, re-
useable images (such as body
parts). Each of these images that are used to construct the full frame can be scaled and
rotated to further increase the “mileage” an artist can get from them.This modular method
of animating offers many benefits for several aspects of a game’s development and the
final finished product:
All with ease and immediate visual or audio feeback within the editor. You will also be able
to create an unlimited number of “variables” for any “character” (a character is a set of
animations) and trigger the change of any variable at any frame of any animation! (Pro
version) These features will allow for an incredibly easy and natural way of tweaking
actual aspects of gameplay within this easy-to-use and highly visual editing tool.Please
view the videos on YouTube, download the free version and help us make this tool even
better by reporting any bugs you find or telling us features that
you would like to see through the forum page.
Spriter also offers a wonderfully natural and visual way of editing critical aspects of actual
gameplay! Here’s how: