In my game, there are a large set of high-res animations for each player/enemy combination. To provide come context, I expect the total size of the animations for my game (after C3 processes them) to be upwards of 1gb.
I currently have all the animations in a single "player_combat" sprite, that I place when and where a combat occurs. I only have one instance of player_combat that I make invisible when not in use.
This is convenient because I have all the animations in one place, and can easily copy animations, image points, and collision polygons between different "enemy" folders in the object's animation page. However, C3 is taking a long time (several seconds) to instantiate the object at the beginning of the game, and I believe it's because of the number and size of the animations it contains. My C3 editor is running slower these days as well, especially when opening the animations dialog for any sprite object, and I'm wondering if the size of player_combat and its large animation count is contributing.
I'm thinking it may be more efficient to separate the "player_combat" sprite into multiple "enemy_combat" sprites, each of which only contain the animations for that enemy. Seems logical that these sprites would take less memory, and even if I have 1 of each instantiated all at the same time, the combined performance hit would be no more than a single player_combat sprite.
I want to run this by the community before I go down this route, because if it turns out to be a bad idea, going back to a single player_combat sprite would be a lot of work (I'd have to recreate all the collision polygons for each animation since there's no way to transfer those from one sprite to another).
So my question is: is separating the "player_combat" sprite into multiple "enemy_combat" sprites a good idea for this situation? And are there any other best practices I should keep in mind with large numbers of high-res animations?
Thanks
Before