Quote: "Anyone know...I'm guessing that sprite clones take very little memory? My guess is that they are just pointers to the original sprite in memory (in terms of the image data). Is this right?"
If you load an image using loadImage() and then use that image for multiple sprites, it would use the same image data... and by extension, I think that if you use cloneSprite() it will use the same image data, unless you used loadSprite(). CloneSprite() creates a new sprite, however, that has all of its own properties and physics body, etc., so it's not the same object (aside from possibly image data, if loaded separately.)
Not positive though, that's just what it seems like logically and from the docs.
The docs say this about loadSprite():
Quote: "This command takes an image file name and loads it specifically for this sprite, this image will be deleted when the sprite is deleted. If lots of sprites are going to use the same image you should load the image separately and pass its ID to the CreateSprite command to save memory. "
Using AppGameKit v2 T1 + T2!
Systems: Primary: Mac OS X 10.10
Secondary: Windows 7