I guess this is the first time it's mentioned in the forums. but I'm going to be the one making the spriter construct classic plugin. i wanted to point out something about the way it will work with construct, and why it's a powerful tool. look at this image again:
<img src="http://www.brashmonkey.com/index_htm_files/25.jpg" border="0">
now imagine this as a large sprite, animated and imported as individual frames in construct. it'd have this huge bounding box filled with alot of empty pixels above and below his sword. and if you made ten frames, you'd have that much vram, every one of those pixels in that square, probably upscaled to the next power of 2 size as well, for every frame of animation. a sprite that huge would eat up everything with a full set of animations, let alone an entire level with multiple characters.
now look at the image again, and see the individual images like the parts of the arm and leg, and the head, and the sword as individual sprites or textures. this is how it will work when you import it into construct. aside from the the fact it will be less vram for all the individual pieces combined than it would for one frame of the normal way of animating, you can have 10,000 frames without adding additional vram. of course you're using additional system ram, but an insignificant amount because you're not storing textures, just coordinates and angles, so you're free to go pretty crazy with pretty big things.
it's a very exciting plugin. I believe
uses a similar system to make huge sprites, and there are other companies that have done it as well. but I don't think there's ever been a general purpose animator like this, that saves to a format that can be imported into multiple engines, and definitely nothing that you can use to make games with as easily as it will be in construct