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Ein Übersetzungsproblem melden
Obviously one option is making a separate sprite for each sequence, as you suggest. I think this is a good and clean way to have multiple animations. It's easy to switch between them in code (set sprite_index). You can also control the image that's being shown directly (image_index, probably a good idea to set it to 0 when you switch to a new sequence) and the animation speed of the current sprite (image_speed). I don't think there's anything wrong with this if you don't need very fine grained control over your animations.
The other option will give you that fine grained control at the cost of being a little more work to set up. You can create a timeline for each sequence, and then assign it as needed in your code (set timeline_index, timeline_position, and timeline_running). If you do this, it doesn't really matter where your frames are stored as you can just set every single frame individually at a specific time. It's also easy to synchronize animation with other actions using timelines, such as playing sound. Note that if you use this to put all frames in a single sprite, you lose the ability to switch between different size sprites for different animations, which is not a problem with separate sprites.
No matter what you do, you could in theory put all your frames on one sheet, not even necessarily a strip, make up your own way of counting frames and finding them in a sprite sheet, and draw them manually in your draw event using draw_sprite_part or one of the more general forms. It's not actually that complicated and you can still use timelines to control the sequencing. But, it seems like it's not really worth it unless you're using some free sprite sheet you found somewhere and don't want to separate the frames out for playing around with it. You'd also still need a single frame as a separate sprite to make basic collisions etc. work again if you need that.