[QUOTE=PoseMotion] [QUOTE=AndreasLoew] [quote]A sprite sheet with cropped frames is literally only a few kb larger then one that does not.[/quote]
That depends on how your graphics are created. E.g. if you have a character that is dodging and attacking with a sword it might be a *big* difference if frames are cropped or not.[/QUOTE]
Then you would save some memory and the sword (possibly with arm too) on it own image. This would be for a large sword anyway. As there would definitely be a large amount of transparent image if it was all in one.
[QUOTE=AndreasLoew][quote]Texture Packer creates bloated pngs[/quote]
Currently the file size is about 15% bigger then when using opting. This will be fixed with the 3.0.0 release.[/QUOTE]
Sometimes even higher but can then be loaded and saved out of another program to reduce.
[QUOTE=AndreasLoew][quote]Also, never have your character or object change positions in your sprite sheet, per frames. Any change in position should be done by code or game editor function.[/quote]
You have several cases with animations where this is exactly not what you want to do. You want to keep the anchor point steady while the animation moves around it...[/QUOTE] You have to be kidding me? Animating by code will save more space then within frames. Anything can be animated in a frame but x/y coordinates, zooming, rotating, and so forth is much better by code.[/QUOTE]
I see what you're both trying to say here. I think it's a common mistake to try to move an object using animations, and it most often wont work. But if you have, say, a little power up that orbits around your character yet is purely an effect (it doesn't shoot or shield damage or anything), then it's better to move it via animations, for instance:
the little balls rotating around robotnik (dr. eggman for some of you) are best implemented as animations, not as actually changing positions via code.