Again, glad to see there are people still using this.
Again, theoretically yes…
I’ve been reluctant to add anything related to animations because it’s yet more feature creep, but I might consider it as more people use the editor and I get time to work on it.
Another issue is that animations can also be quite complex…
I expect you’re only thinking of the base case where each frame of the sprite is a distinct animation frame and they would be stepped through in sequence, but there’s also the case where a sprite might have frames for more than one animation (i.e. only some of the frames should be included in the animation), and the case where each frame might be used more than once (e.g. an animation might go 0, 1, 0, 2 instead of just 0, 1, 2, 3).
To support those more advanced cases, a more advanced animation tool would be needed, and I expect that if I handled basic animations then it would only be a matter of time before someone asked me to support the advanced cases too. (They might even want me to somehow export that animation data, e.g. an array of frame indices.)
Hrm, I can sort of see the use case for this if uploading files to the online emulator is slow.
(I would have thought the offline version would just use files that are already available on the file system?)
I’m a bit more reluctant for this case because I think it might encourage people to start dumping their image data in any old place rather than keeping it in a separate header file.
Also, replacing a header file via exporting avoids the need to have the header file open in the first place.
I may potentially be able to think of a way to speed up exporting if the speed of exporting is an issue.