Quote: "Was it a big headache in changing the load type or was it just a few tweaks?"
It depends on how you look at it.
I was loading each Monster Animation like this.
MonsterID[#] = AddSpriteAnimationFrame(MonsterID[#], (LoadImage (ljaljsdlf))
^ Each monster has a an average of 5 animation frames
While decrypting I assigned the animation frame to a variable.
MonsterFrame1 = LoadImage (asdfasf)
So it ended up being
AddSpriteAnimationFrame ( MonsterID[5], MonkeyFrame1)
AddSpriteAnimationFrame ( MonsterID[5], MonkeyFrame2 )
AddSpriteAnimationFrame ( MonsterID[5], MonkeyFrame3 )
AddSpriteAnimationFrame ( MonsterID[5], MonkeyFrame4 )
AddSpriteAnimationFrame ( MonsterID[5], MonkeyFrame5)
AddSpriteAnimationFrame ( MonsterID[5], MonkeyFrame6)
AddSpriteAnimationFrame ( MonsterID[5], MonkeyFrame7 )
I had to change that for every MonsterID
Was a lot of typing / copy and paste.
Assigning the image to a variable is what decreased the load times
like funnel mentioned above.
Quote: "Didn't have any crashes and couldn't find any problems "
I'm glad, I had fixed a few things being called that didn't exist, which was causing the crashes I'm assuming.
The weirdest thing happened on the previous version. My phone crashed and changed the BackGround of my homepage on my phone
Quote: "will be even better with an animated one."
I already have a animated Loading bar made in a test project.
Just getting it to work in the background while the decryption is taking place is a tricky one. It seems the game pauses while it is decrypting.
Quote: "Good work in improving "
Thanks as I keep trucking on I am learning how to properly structure a project
Things I should of taken care of before I moved onto level 2.
Once you get so far along its a head ach to have to go back.
Thanks for the feedback as always!
Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim