As a developer, using spritesheets is extremely annoying because I have to wrap sprites to multiple lines due to the 1024 width limit, making finding the ImageRectOffset for each sprite over-complicated.
With multiple lines:
function selectSprite(n, imageSize, spriteSize)
local spritesPerColumn = imageSize/spriteSize
local column = math.floor(n/spritesPerColumn)
local row = n%spritesPerColumn
return Vector2.new(column*spriteSize,row*spriteSize)
end
With all sprites on one line:
function selectSprite(n, spriteSize)
return Vector2.new(n*spriteSize,0)
end
If Roblox is able to address this issue, using spritesheets would be easier. Maybe a spritesheet API or object would be the most useful long-term, but allowing width/height to be any size so long as the square size of the image never exceeds 1024^2 would accomplish the same thing without the need to design and implement an API, while also allowing for higher-resolution elongated images (e.g. beams) that are still under the 1024^2 limit.