Instead of uploading multiple, sometimes numerous, images to make an animation it’s possible to use a single image (called a sprite sheet)
This is an example sprite sheet of an explosion.
Hopscotch doesn’t allow the use of a sprite sheet in the typical way, but for some use cases we can still use the concept. We can cover all but one of the images and then reposition the sprite sheet (changing the visible image) to create the animation.
Here is a very simple demonstration project:
Now, before I get replies saying “There’s no need for this. Just use the Set Image block!”… Yes, of course, that’s an easier option. However, sometimes to improve performance we have to sacrifice simplicity for complexity. Not all projects using images for animation would even need to consider this but…
@awesomeonion, if a project had many animations with numerous frames each, would you be able to offer some input as to whether or not this technique would yield an improvement of some manner for use with Hopscotch? Perhaps with memory allocation verses individual images? What benefits might the end user see? E.g. Faster loading? Would there be less load on the renderer, potentially increasing (or not reducing as much) the project’s FPS?