I'm not sure if it's okay to bump topics, but I'd really love to get an answer on this question made by someone 4 years ago:
My idea is a Smash Bros-like platformer battle game where every player loads their own character that they draw. The characters would be a series of image files in a folder. Loading sprites dynamically via the Load Frame command has an issue. All instances of an Active object share the same frame memory and because of this, it's impossible to load individual player sprites. Now, I don't want to and I shall not use 4 clones of Player object because I don't know how many players there would actually be. Also, that would be a dirty way of programming things. What if I have a chatroom app where the number of sprites is unpredictable?
What I was thinking about doing is to load all frames into an Active object called AllSprites which serves as a buffer for sprites. The sprites are loaded into the Stopped animation in all 32 directions and using a lot of frames. If the max number of frames is exceeded, it goes to the next animation sequence. Bind every physical character instance with every newly created AllSprites instance by using Fixed values and then have each AllSprites instance snap onto its appropriate character instance and change its animation sequence and frame according to which sprite needs to be shown. I'd have to have a structured array like character>animation>frame pointing to which frame in which sequence the desired sprite is in the AllSprites object and I'd have to have it all be managed with a special animation manager object that takes care of every sprite being allocated and deallocated as the game wants so that I don't get huge memory leaks and other issues.
Is this even possible to do and is this even a good idea to achieve my goal? How easy/hard is it to make my own extension in C++ and for all platforms?