I have a 64x64 sprite (actually scaling from 302x302) and for a certain animation, the sprite stretches out part of his body to hit an enemy. The frames for this attack animation would be 64x128 because the sprite is actually bigger just during those animations. I tried temporarily making the sprite 64x128, but since my pivot point was in the middle of my sprite, it added the extra width onto both sides (32 pixels on each side rather than 64 pixels in the direction he's facing) and made it look weird. I tried making the canvases on all my animations bigger, but since my pivot point was still where it was when it was just 64x64 rather than in the new center of the image, it wouldn't flip right.
So basically, I keep failing at this. Is there an easy way to use my 64x128 animation with my normally 64x64 sprite without making it look like the sprite moved or anything, just extended? Imagine a 64x64 box shooting out a 64 pixel width arm and punching an enemy. That is essentially what my sprite is doing.
Note: The only idea I have left is to use 64x256 (64 in the middle for the regular sprite, then 64 on each side for the attack animation for each direction) images and do the facing left and facing right images for all my animations myself rather than Auto Mirroring.
Edit: Okay, I tried the above and it insanely raises the VRAM. It went from about 20 MB to almost 75 MB...