Hi Questseeker,
Thanks for the feedback and questions. I will try to address them:
The program will work in both a truecolour and an 8-bit palette mode. In a paletted mode then the colours can be changed without losing any image detail (i.e. you could have several blacks if you darkened the palette.
I have not currently thought about protected or locked palette entries. You will be able to grab palettes from other images and remap colours, or load from photoshop ACT file palettes.
Do you support general two colour palettes (good), or only black & white (bad) or neither (unacceptable)? And what about palettes with arbitrary numbers of entries, not only powers of two, which can be represented in PNG files without wasting space and are supported by GIMP?
I'm not completely sure what you mean here, but as the program support upto 256 colours in a palette mode, you can set a two colour palette easily if you want too..
It will be able to load/save PNG files, so I assume it will be able to do custom number of colours (upto 256). This is not something I have looked at yet though..
Do you plan to support multiple colours per palette entry (or, if you wish, "parallel" palettes)? One might edit once and see different colour variants of the image in separate preview panels, which would be extraordinarily useful for recoloured sprites or for experimentation.
That's a good idea! Not sure how easy that would be to implement or for the user to manage multiple colours though..
Along the same lines, there can be an explicit export step from the semantically rich "project" to one or more "products" in stupid file formats. For example, editing with all the convenience of a palette and exporting 32 bit RGBA or explicitly indicating palette indices for the output (e.g. for games that use their hardwired palette anyway or that look at magic palette indices to define maps from an image).
Again, sorry I'm not quite sure what you mean. Can you clarify please?