You could pack more frames into a single bigger image. Right now, each animation of each Sprite got its own sprite sheet on export I do have a huge number of 128 x 128 sprite image sheets to accommodate lots of those frames less than 64 x 64.
Could it be done to pack several of Sprites into a single bigger sprite sheet? For example, we could have enemy A,B,C sharing the same sprite sheet image. This way, you won't be referring the sprite sheet by sprite name any more, but instead have a table storing which animation is in which sprite sheet and the locations of each respective animation frame on this sprite sheet.
This way, instead of lots of 128 x 128 and even smaller 64 x 64 sprite sheet images, we could, for instance, have fewer 512 x 512 or 1024 x 1024 instead.
And let's have C2 manage and take care of this when previewing just like I wrote in the previous post.
Sure, given the current design and implementation of C2, this could mean changing things almost inside out. I don't know how flexible, scalable or changeable is your code, so I can't have a say on this. Yet If you can do it, then that is great, but if you can't...
Further, we are confident Construct 3 will be able to import Construct 2 projects, allowing you to easily transition over.
Please design and implement C3 to address the issue above, especially for preview.
No. We do NOT have thousands of frames for one sprite. That is insane. But we do have total number of individual frames for every sprite combined up to thousands. You have seen how games like Mercenary Kings do with their pixel arts from http://probertson.tumblr.com/post/82062 ... animations
Pixel art is a serious business, and all those frames could be packed tightly into sprite sheets. You have seen that all my 5638 frames could become 819 images. (And could even be reduced further with the above suggestion) This implementation won't only benefit pixel artists but also everyone, as it will reduce total number of actual images required to load.
***** One more thing: you haven't answer the most important question yet: