Okay, I will give it a try, this pre-loading technique might actually work.
When I restart the game and play the animation again after having played part of the animation before, that part of the animation is fluid (so apparently even when you close the game, the sprite cache is still saved with the loaded sprite files). But I also have too many sprites in my animation to save them all at the same time in the sprite cache. (That's why when I restart and play the animation again after having played the WHOLE animation, it does not work anymore, because the first sprites have already been deleted and so continue to get replaced before being displayed)
Do you know if the sprite cache limit is based on the number of sprites, or by the overall file size/used space of the sprites? (I assume file size because higher resolution animations lag more, but I'd like to know for sure)
And if I pre-load the frames of a certain loop in this way and then I animate two objects with the same loop (that I just pre-loaded), the sprites are pre-loaded for both objects at the same time, and don't take double the sprite cache size, right? (Because you mentioned the texturing on the other hand is being done separately every single time). Knowing this could help me to re-structure my animation properly. Maybe I can work around having to pause in the middle of the animated story just to load the new upcoming frames into the cache.
And I assume there is no way to increase the sprite cache limit, right? (The sprite cache in Default Settings seems to have no effect on this)
A "Loading..." symbol is a nice idea.
When I restart the game and play the animation again after having played part of the animation before, that part of the animation is fluid (so apparently even when you close the game, the sprite cache is still saved with the loaded sprite files). But I also have too many sprites in my animation to save them all at the same time in the sprite cache. (That's why when I restart and play the animation again after having played the WHOLE animation, it does not work anymore, because the first sprites have already been deleted and so continue to get replaced before being displayed)
Do you know if the sprite cache limit is based on the number of sprites, or by the overall file size/used space of the sprites? (I assume file size because higher resolution animations lag more, but I'd like to know for sure)
And if I pre-load the frames of a certain loop in this way and then I animate two objects with the same loop (that I just pre-loaded), the sprites are pre-loaded for both objects at the same time, and don't take double the sprite cache size, right? (Because you mentioned the texturing on the other hand is being done separately every single time). Knowing this could help me to re-structure my animation properly. Maybe I can work around having to pause in the middle of the animated story just to load the new upcoming frames into the cache.
And I assume there is no way to increase the sprite cache limit, right? (The sprite cache in Default Settings seems to have no effect on this)
A "Loading..." symbol is a nice idea.
