Sprite cache is just set on 100 MB but unfortunately this does not solve the problem...
I'll try with the first solution proposed by Crimson Wizard, using dynamic sprites stored on game directory as BMP.
In this regard I would like to ask your advice: I'm using about 600 images to create some short end-chapter videos; until now I was using normal sprites in combination with a GUI, passing about 15 images per second on the screen via combining the function "If... Timer Expired (3)" under the function "Repeatedly Execute", updating from time to time the GUI backgroung graphic with the next sprite (GUI.backgroundgraphic = GUI.backgroundgraphic+1).
Now I stored the 600 images as BMP under the game directory renaming these 1001, 1002, 1003 etc... but... how can I recall these one with the function "DynamicSprite.CreateFromFile(string filename.bmp)"? I dont't think I can use a variable within the "(string filename)"...
I apologize for the question probably trivial but I'm not very familiar with Dynamic Sprite! Thanks again!
I'll try with the first solution proposed by Crimson Wizard, using dynamic sprites stored on game directory as BMP.
In this regard I would like to ask your advice: I'm using about 600 images to create some short end-chapter videos; until now I was using normal sprites in combination with a GUI, passing about 15 images per second on the screen via combining the function "If... Timer Expired (3)" under the function "Repeatedly Execute", updating from time to time the GUI backgroung graphic with the next sprite (GUI.backgroundgraphic = GUI.backgroundgraphic+1).
Now I stored the 600 images as BMP under the game directory renaming these 1001, 1002, 1003 etc... but... how can I recall these one with the function "DynamicSprite.CreateFromFile(string filename.bmp)"? I dont't think I can use a variable within the "(string filename)"...
I apologize for the question probably trivial but I'm not very familiar with Dynamic Sprite! Thanks again!