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I personally haven't used the method your using. But since you have asked if there is another way to do this... Suppose you have a texture atlas (texture made up of sub-textures) where each sub-texture has the same dimensions: Then if you create a RECT R = {j*64, i*64, (j+1)*64, (i+1)*64}; ->Where int j = currentFrame / 6 //row ->Where int i = ...


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Unfortunately I don't think you can do that. Even if you were to export the animation itself as a sequence of PNGs, nested animation doesn't get exported in Flash, and the same applies to sprite sheets. You can export sprite sheets for the animated movies inside the main one and, as long as it doesn't rely on movie clips inside it animating, it will export ...


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I assume you will be using some modern rendering API to draw to the screen, such as OpenGL or D3D. You will certainly want to batch sprites as much as possible and use sprite sheets to reduce the number of textures. A sprite sheet is nothing more than a Texture Atlas (also read this). Once you have a Texture Atlas up and running, it will be up to you how you ...



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