I see recommendations to pack sprites as spritesheets and I have begun doing so. However I have some issues. The standard advice seems to be bigger is better. My tests have shown otherwise.
If I load a 1024x512 spritesheet with 6 character animation sets, each 72 frames, the app takes about 16\ seconds\ to\ load\ in\ emulator.
If\ I\ load\ 6\ spritesheets\ with\ 72\ frames\ each,\ for\ the\ same\ total\ frames\ in\ framecache,\ that\ load\ time\ becomes5 seconds.
When I tried putting the equipment and a couple more characters on the sheet, for a 1024x1024 sheet with about 3 times as many sprites as the 6 character sheet, the load time went over two minutes. Not twice, or 3 times, or even 6 times as long, but 8+ times as long.
This all suggests that any spritesheets not being used on batchnodes should be as SMALL as possible, with as few frames as possible.
If I take the bigger is better approach with spritesheets, my app is going to be unloadable long before I have a chance to care about performance during it running. If I tried to get all my sprites on one batchnode the load time would probably be at least 10 minutes given this pattern. Which means since everything can’t be on one batchnode the Z-layer issues come in to effect, so do I even want to use spritesheets at all for most things? or are they just going to increase load times?
BTW, I’m still on the old 0.9.1 at the moment, in case this is something that has changed.