yeah exactly i am running into memory warning..
i give some sample code
`CGSize s = [[CCDirector sharedDirector] winSize];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"shopkeeper_Person.plist"];
CCSprite *sprite = [CCSprite spriteWithSpriteFrameName:@"shopkeeper_Person_01.png"];
sprite.position = ccp( s.width/2+140, s.height/2);
CCSpriteSheet *spritesheet = [CCSpriteSheet spriteSheetWithFile:@"shopkeeper_Person.png"];
[spritesheet addChild:sprite];
[self addChild:spritesheet];
NSMutableArray *animFrames = [NSMutableArray array];
for(int i = 1; i < 15; i++) {
CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"shopkeeper_Person_%02d.png",i]];
[animFrames addObject:frame];
}
CCAnimation *animation = [CCAnimation animationWithName:@"shopkeeper" delay:0.2f frames:animFrames];
[sprite runAction:[CCRepeatForever actionWithAction: [CCAnimate actionWithAnimation:animation restoreOriginalFrame:NO] ]];`
this is the code for my one character's animation (that when gets added uses around 4 MB) and i have several other characters(with different .plists & .pngs)..
this code works fine if i add the sprites of this person using this spritesheet no extra memory is consumed but as i add the spritesheets of my other charaters using the same method the memory increase proportionally...(like 4MB +4MB + 4MB..and so on depending upon the number of different characters i add)
i hope so now you can understand my problem..why i suffering with the memory consumption problem.. :(