Actually I have been thinking for a while to create a simple sprite compositor behavior that can be added multiple times to a sprite (or sprite-like) object.
It would allow you to attack another sprite to the base sprite such that animation, position and other relevant options of the base sprite can be updated in the composite sprites.
Something like:
composite behavior action "SetCompositeObject(<objectlistOption>)" - sets the object to update.
composite behavior action "SyncAnimation(<Yes|No>)" - sets animation syncing.
composite behavior action "SyncPosition(<Yes|No>)" - sets position syncing.
composite behavior action "SyncPosition(<Yes|No>)" - sets angle syncing.
composite behavior action "SyncScale(<Yes|No>)" - sets scale syncing.
composite behavior action "SyncOnCreate(<Yes|No>)" - sets creation syncing.
composite behavior action "SyncOnDestroy(<Yes|No>)" - sets creation syncing.
composite behavior condition "OnChangeAnimation(baseObject, animationName, animationFrame)" - triggered on composite object when the base object animation changes.
composite behavior condition "OnRedraw(baseObject)" - triggered on composite object on redraw of base object.
Please give feedback, useful or not? The point is to make it easier to manage layered sprites from the base objects point of view. Similar to "pin" behavior in that respect, but from the other direction and gives a way to better control for composite sprite logic.