Create a bunch of enemies with single spritesheet & customizing behaviours depending on an index

GDevelop uses a single image per animation. It can’t do sprite sheets. There are a couple of possible ways to get around this:

  1. Use Sprite Animation Helper plug-in for Paint.net to break up the sprites into individual images, and load these into a sprite object for each animation sequence. You could name the animations “Walk1” for walk animation for monster1, “Attack1” for attack animation for monster1, “Walk2” for monster 2 etc. You then set the animation referencing the walk animation name as “'Walk' + ToString(MonsterNumber)”, and similarly for the attack animation (“Attack' + ToString(MonsterNumber)”) where MonsterNumber is a variable for the monster’s number/id. This would require one sprite object.

  2. Use the sprite sheet as is in a Tiled Sprite object. If all the sprites are the same dimensions, you then set the tile size to those dimensions, and use the x and y offsets calculated on the frame number and monster number. This uses one tiled sprite object, but you’d have to manage the animation by changing the offsets with events.