Most 2d game sprites aren't that complex. Only the really beautiful Street Fighter stuff gets very messy -- and the sprite code is managed (that is,
programmed) by, essentially, classes that handle just that. Just as you have a "level editor" for creating and storing levels, you have a "character editor" that allows you to design and save character information in terms of sprites, their positions, and display timing.
Think of Mario jumping over a mushroom. Pretty simple, no? One sprite for the mushroom. Two sprites for Mario (one not-jumping-pose and one jumping-pose). When you get as far as something pretty like Commander Keen, that's up to somewhere around three or four sprites for a walk cycle. Etc. You don't need a whole lot to be fairly smooth.
If space is a premium, you can also break sprites up so that you can reuse pieces between poses.
however, his methods aren't the simplest |
I do have to take some issue with this. The reason things are done the way they are done is because they
are the simplest, most efficient way to get an effect.
So, to be correct, it depends on what you are doing. For your animation, some rotations and the like might work just fine. If you think that at some point in the future you might do something a little more complex with it, then it is worth your time to put the machinery in place to make dealing with all the data easy later.
Good luck!