Thanks for the idea I works indeed with that capx! But for a strange reason it stops working when I trigger it with a button (like in my project) instead of the layout start o_O
Also, in my case it's for the background sprite and I need it visible from the start. If I need to create two frames with the big background, it will double the loading time at export, and it's maybe not good for performance either... Anyway, this would deserve to work without workarounds if possible
I have a new issue with this. The method above is fine if i would have a "known" amount of sprite instances i need to use. Then i would just give the main sprite enough frames. In my case i cant predict the amount of frames the user is going to fill with their own image's. So as they progress in the game, they add more sprite instances. But when the frame amount runs out it would mean that the user could no longer insert their own images. Simply because all the "set" frames are already filled.
It would look like.
Amount of sprites: 200 Amount of instance frames: 200
= 200 frames can be filled with user images (This setting is good for static games)
My case is: Amount of sprites: 200 & growing by user Amount of instance frames: 200
= 200 frames can be filled with user images, but sprite amount will exceed this limit. (Here i have a problem because i cant "grow" the frame amount)
Do u have a solution? Kind Regards Savvy001Savvy0012013-02-02 11:16:59