Ok, I'll start by admitting that I haven't tried the Spriter Beta out yet so just keep that in mind if I write something stupid ;)
[*:pranpjm6]As I understand all the animations are saved under each entity. Has there been done any thoughts on sharing animation between different entities? It would be nice if an animator could create an animation library with e.g. different walk cycles (of course these animations would only work for a specific skeleton/ sprite structure) which can then be assigned to each walking entity. As I see it now those animations would have to be duplicated and saved local for each entity wasting memory and time. [*:pranpjm6]I'll like to suggest an optional attribute in the tag. A "colormode" attribute defaulting to "multiply" describing how the "color" attribute is used. [*:pranpjm6]I agree with the previous posts. "Width" and "Height" are scale attributes and should be allowed to be greater than 1.00000. [*:pranpjm6]For the "Opacity" (which could also be named "alpha") I would prefer if its range was [0.00000, 1.00000]. This prevents an unnecessary division for many libraries/frameworks where the alpha value would be represented in the beforementioned range. If a value between [0.00000, 100.00000] is needed a multiplication is at least cheaper to do than a division. [*:pranpjm6]I believe it would be better to split the "color" attribute into rgb values. Most/All graphics libraries/frameworks accept colour values in rgb but not all accept integer colour values. Using rgb attributes saves some calculations. Furthermore I suggest using the range [0.00000, 1.00000] for rgb values. If you're using rgb values it would also make sense to rename "Opacity" to "alpha" or "a". [*:pranpjm6]I think I would prefer the more mathmatically counterclockwise for angle direction. [*:pranpjm6]Will there be an attribute or tag describing interpolation between key frames? I'm thinking what kind of interpolation will be used?
This is what comes to my mind right now. I'll just like to say that Spriter sounds interesting and I hope it can become a great and general useful animation tool for games.