Thanks for the feedback.
Since this is the first time I've done this sort of animation for sprites, I'll add some things learned here for anyone else trying the same.
- bit obvious but the more body parts you cut to be individual the better results, but more code involved.
- when doing things like rotate 10 deg this way then reverse it, make sure all bodyparts start and return to starting position within the same amount of time. If they don't you get a bit wierd of results that look out of sync.
- Don't use Repeatforever as it is difficult (at least I couldn't sort it out) to ensure when you stop the actions like walking to have the bodyparts return to initial position. Instead use your gameloop and check a bools like stillwalking and walkanimating. If the character hasn't reached the target position and your walkaction is completed, call it again. The only slight drawback of this is that when you reach the goal position and stop you may have a little more animation before the action completes. My walking action is 0.3seconds though so it is very minor. May be more of an issue for more complex movements.
- Ensure your actions are reused. I put a dozen instances of the character onscreen all walking and if you recreate the actions every time they get used you create a very obvious twitch in the animation.
- Use cool built in stuff like flipX if you have a character that walks right or left. You can use a single rendering/cutup of the character and use flipx. One note on this ensure your shading/lighting for the character is not over the top or it will look weird that your lightsource keeps shifting. This works well for a cartoon like character but would likely look too strange for a high detail/lit character.
- When making the sprite, keep the cut parts width all the same and position them where you want them within that width. The reason for this is if you don't, you will have to have different X/Y offsets if you use flipx. If you keep everything lined up you can use flipx without any offsets or anchors.
- Use anchors for things like arms so the arm swings from the shoulder. One thing I didn't like about anchor is that it changes the size of the sprite so you do need to also use offsets, x or y depending on which/both axes you change anchor of.