Are the sprite sheet functions of Cocos Studio and Texture Packer equivalent in efficiency or is one better than the other at reducing memory usage?
TexturePacker comes with a lot of stuff that Cocos Studio does not support:
Polygon packing & trimming, pivot point editor
Additional to that you get optimizations for reducing memory - both runtime and download.
We’ve also recently added source code support for C++. TexturePacker automatically generates source and header files with definitions for animations and sprites. The result is that you get compile time errors when a sprite is missing or it’s name is misspelled - instead of crashes at runtime.
So TexturePacker is still much better at dealing with memory reduction?
Yes… btw. Coco(s) Studio is not supported anymore.