Quote: " Possibility to import rigged and animated file format without bloating the memory is a really cool thing!"
Yeah sure, but casual games don't need loads of high end graphics and effects anyway.
You don't even need the bones really, just a multidimensional array to store the sprite placement data.
When all is said and done, the new method could consume a lot of space too if you get carried away with it.
The only problem with traditional sprite sheets is all the transparent space being wasted.
Even with trimming and packing the images tight, there is still a lot of area that is blank around the details of the objects.
I am kicking around ideas to use these areas for data storage, instead of letting those unseen RGB values sit there doing nothing.
Working out a system now for using those spaces to contain all of the bone and sprite placement data (offsets/rotations,visibility,etc.) for the frames.
That will eliminate the flat files for storing that data, and the need to encrypt them, and it will have all the images and data scrambled into one compact image.
That is not the output for in game assets though, that is for saving the animation data and required images needed to create the spritesheet.
I am going to use the blank spaces on the spritesheets too though... the plan is... not one byte will be wasted because of transparencies.
There are a lot of things that can be done with traditional spritesheets that most people don't even consider.
I feel there is still room for improvement with the old ways before moving on to new ways that require tools that cost almost as much as (or more than) AppGameKit itself.
When I have more money than time, then I will hire someone else to make my tools for me, and until then, I will keep having fun tinkering.
Yeah sure, the new way is great, especially if you are going to be procedurally generating crowds of zombies, or armies, or something and such.
However, IMO mobiles should stick to casual games, and let the advanced games stay on the other platforms that are not as memory restricted.
Yeah, it is a cool thing, but I still think you would be better off picking the tool that works best for your workflow rather than basing it on AppGameKit integration, since they both are compatible.
As an avid 2D animator, you'll probably end up buying them both anyway.

Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1