Hi, 7RS. I haven't had chance to do anything with it this week. I hope to get my first AppGameKit game roughed out this weekend. But this is how I intend to approach it:
1. Texture Packer supports the AppGameKit text format for subimages. So when you publish the sprite sheet, you will also get a .txt file that has to go in the media folder with the actual .png file.
2. Next you'd use LoadImage with the name of the sprite sheet to load it into memory. This automatically reads the .txt file so that AppGameKit knows how big each subimage is, where it starts, and what its original file name was.
3. Next you'd use LoadSubImage to load each of the sprite frames by name from the sprite sheet image. I think I'll use the option to assign an index in the LoadSubImage call so I don't have to create a bunch of new variable to hold that info.
4. Lastly, you'd use AddSpriteAnimationFrame to add each of the subimages by its index number to the sprite's animation. From there I think the animation just works as normally.
That's a lot more steps than just using SetSpriteAnimation, but on the other hand you only have to do the setup one time. And as you can see, Paul Johnston said there'd be some overhead because the sprite would be changing size each frame of the animation to accommodate the changing image sizes, but that it shouldn't be noticeable.
Oh, I'm also assuming I'll need to do something with the Sprite's offset point because it would look spastic pinned to the top-left corner. I'll post more once I have a chance to work with it, or someone far more experienced might comment