if within an animation some frames are the same to others should I draw them anyway rather than left empty space?? for instance, looking at the png file about the jumping animation, the row in the bottom…
You don’t need to draw filling frames. If you plan to use Sprite2D, you can measure frame duration by using Timer or Delta. Easiest solution would be to use AnimatedSprite2D which allows you to set individual frame duration and overall fps. Or AnimationPlayer, for full control of your sprite animation with visual timeline.
for what I understood, I set JUMP animation without filling with empty frames but just planning the animation duration(2 seconds) in the following manner:
For AnimationPlayer just put keyframes when you want to change sprite. Play around, it’s intuitive enough.
I still recommend to check out AnimatedSprite2D, it’s much less functional, but may be just enough for your project.
Also check this: 2D sprite animation — Godot Engine (stable) documentation in English