Is there a way to deactivate the "shared" feature of spritesheets in Construct 3?
This creates huge files and regroups object types that I don't want to regroup.
I'm worried about this because this lacks flexibility, and my next project will allow any of the 50+ creatures to spawn on any environments.
I'm currently trying to export my previous game Healer's Quest to C3 but I get a lot of problems with spritesheets.
In C2, I was using a container layout regrouping many images. I understand this is bad design, and reworked it for the C3 version. I splitted the container layout into 20+ layout regrouping the objects by categories, those I need to use together on the same layout.
I was very surprised to see that this had no effect on how the spritesheets are created.
So I would like to know how I can manage spritesheet efficiently for this kind of games where any object can be used on any background.
Honestly the C2 spritesheet system seems much more convenient for these games unless I'm missing something. Each object type simply has its sprite, which is what I need to achieve.
At the moment, the memory usage for images on C3 is more than the double of the C2 version, even after doing my best to redispatch the object types on relevant layouts.
I can't publish the game in that state, so if you have any further advice on how I need to manage spritesheets, they are welcome. (other than "create a layout for every level and put the object you need on them", as I'm ALREADY doing this, the object that are on the containers/dedicated layout are those that I may need on any of the 250+ layouts)
May I also suggest to add a hidden option to switch the spritesheet system to the C2 one, because games exported from C2 simply cannot run if they weren't designed the C3 way.