What should I use for animating large images?

I want to show an animation of various frames of large images. Each frame will cover the whole screen. Is my only option to create an extremely huge image sheet, and use a sprite? I read about the Movieclip library which seems to be exactly what I need, but I heard it was ancient and uses deprecated APIs. I also didn’t find an appropriate place to download it. What would you recommend for this?

Thanks,

George

What are you trying to do?   I initially used sprite sheets for doing my game tutorials, but then scrapped it and just created mini-scenes and actually create and animate game objects to pull it off, with heavy use of transitions.    Canned animations that large are expensive in memory and processing time, not to mention they’re static - so if I change the appearance of a particular sprite, I would have to re-do the canned animation to use the new images to maintain consistency.

This new approach is more coding, but once they’re done, they’re done.   It’s quite possible you’re talking about something quite different, but if not…

Hi Dave, thanks for the response.

I have 25 frames of an animation that have dimensions of 2048x1294 each in @4x scale, but each are about 30kb in size, since they’re pretty simple. I want to run this animation, but I’m not sure what the best approach would be, since creating an image sheet of 25 x 2048 x 1294 doesn’t seem very practical.

What do you think?

Deleted

I would suggest to checkout Spine. Never used (yet) but I believe you just save animation data (very Json) and not each frames. Hope this help. Mo

Spine seems like a bit overkill for this. But thanks for the suggestion. 

No problem. I just thought that it maybe one solution to deal with large files. But you are right, that maybe way too much work for the need.

Mo

if the images are that simple maybe you could create them smaller and scale them

What are you trying to do?   I initially used sprite sheets for doing my game tutorials, but then scrapped it and just created mini-scenes and actually create and animate game objects to pull it off, with heavy use of transitions.    Canned animations that large are expensive in memory and processing time, not to mention they’re static - so if I change the appearance of a particular sprite, I would have to re-do the canned animation to use the new images to maintain consistency.

This new approach is more coding, but once they’re done, they’re done.   It’s quite possible you’re talking about something quite different, but if not…

Hi Dave, thanks for the response.

I have 25 frames of an animation that have dimensions of 2048x1294 each in @4x scale, but each are about 30kb in size, since they’re pretty simple. I want to run this animation, but I’m not sure what the best approach would be, since creating an image sheet of 25 x 2048 x 1294 doesn’t seem very practical.

What do you think?

Deleted

I would suggest to checkout Spine. Never used (yet) but I believe you just save animation data (very Json) and not each frames. Hope this help. Mo

Spine seems like a bit overkill for this. But thanks for the suggestion. 

No problem. I just thought that it maybe one solution to deal with large files. But you are right, that maybe way too much work for the need.

Mo

if the images are that simple maybe you could create them smaller and scale them

Hi gfaraj,

I’m facing similar issues. Tried Movieclip but the whole app hangs due to the large image sizes and the number of files.

Did you find a solution to this? It would be great help to me

Thanks

Hi gfaraj,

I’m facing similar issues. Tried Movieclip but the whole app hangs due to the large image sizes and the number of files.

Did you find a solution to this? It would be great help to me

Thanks