The reason we chose to go with separate objects is so you could call events and actions on individual body parts. You can change opacity or add shaders to any object. You could make a giant boss who has 'solid' behavior platforms for arms you can run on top of as it moves and rearranges the 'level'.
For small items like coins if they're becoming an issue on mobile, you can use Spriter to bake out to individual pngs a smooth number of frames to the desired size. For small coins, a smooth number of frames shouldn't be too costly, and you can use the Spriter animations specifically for characters and other larger animations.
Also, just to clarify Roccinio, it makes a C2 object for each Spriter object, not each png. So if your arm sprite swaps between 20 pngs in Spriter, it will still only create one arm sprite for each instance in C2.
In any case, I'll see what else I can do to optimize, and thanks for the feedback.
lucid wrote:@n06rin , please make sure you're using the latest version of the plugin.
@istavang , where is this demo linked from? Also, if you're not already, please make sure you're using the latest version (beta) of c2 and the plugin.
@Roccinio and @jayderyu . I thought of a way we can have the best of both worlds without Ashley having to change the importer. I understand both of you are using scml/c2 in current projects, so I want to preface this by saying I don't have any ETA on this as there's quite a bit on my plate at the moment, but it's definitely doable.
I won't go into details until they're relevant and I have something for you to test, but basically there could be another 'Advanced' action, and it would make the plugin go into a drawing mode where it stops creating and moving instances, and the importer would use an alternate type of save that would pack all images into a single sprite, and then all of the scml instances could get the necessary images from that sprite's type, or a single instance of that sprite if needed.
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