Promotion made me write my own sprite editor.
Seriously, I've gone through so many of these programs, some of them are good for alpha, some of them are good for animation, some are good for palette management some of them are diabolical.
I made a sprite editor that just has 16 colours, then 8 shades of each of those colours, it supports 64x64 pixel sprites, doesn't scale - like if I need 32x32 sprites, I just use the extra space as scratch area, bits of sprite, legs, arms, whatever - and have the sprite assembled in the actual drawing area. It has a cool shading tool (left click to darken, right click to lighten), automatic outlining, arrow keys to move between frames, onion skin frame, line and fill tools. I tend to draw a black outline, fill in colour, then shade - tends to be quite a fast workflow.
Anyway, if you are using 64x64, 32x32, or 16x16 then I'd be happy to fire a copy to you. If your using one of those sizes and want to use a fixed colour palette, if your sprites want to look a bit retro and you'd rather that wasn't a pain in the butt, then I think you'd like my editor.
I'm using it for all the sprites in mine and Cliff's AppGameKit dungeon crawler - I'd dread to use anything else now. I think animation is the main thing - it simply lets you set the start and end frame, and shows the animation in it's own little section. But just being able to onion skin, and move between frames easily makes a big difference.
It can't import anything, just exports PNG and subimage text files, and uses it's own format for saving/loading - due to the way it handles the limited palette. But it is what it is - it might save you a bunch of time and stress, or you might not see the point in it

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I got a fever, and the only prescription, is more memes.
