Hi, I’ve read through the documentation about Image Groups and also read the great tutorial Mr Beebee wrote about the new Sprite API, all very helpful 
In our new game we have a grid of blocks, all using the same ImageSheet.
We’ve been trying to use the ImageGroup to contain all these blocks as the restrictions for using it from the documentation really don’t affect us.
So I’ve understood Image Groups reduce performance hit when you have a lot of off screen stuff… we have none,
In our case we have a board with maximum 100 concurrent blocks (all on screen), each block is a sprite using the same ImageSheet which includes two sequences, one of 12 frames and the other 60 frames, should I notice any difference in these conditions?
Another issue I had and wanted to clarify before reporting a bug:
I’ve noticed that everything works fine when I replace the blocks DisplayGroup to an ImageGroup with one difference. We are using storyboard and when the game is paused wil load a pause menu as an overlay using storyboard.showOverlay (isModel=true, not sure if it’s relevant…)
When I’m using a regular DisplayGroup the pause menu appears on top of the game board as expected but when I switch to an ImageGroup (I’m just changing the display.newGroup call to display.newImageGroup) it show above the overlay… Anyone encountered this before? [import]uid: 80469 topic_id: 29677 reply_id: 329677[/import]