Director.lua problem when updated to 2013.2076 (2013.05.15)

Im using the director class to navigate between screens in a game Im developing and it was excellent before I installed the upgrade. Now im experiencing some lag when playing sound or paying animations from sprites. I think they are being loaded just when they are played as they lag just the first time they get called. 

Anybody experiencing the same problem? Are there any good practices to load the sprites and sound before the scene gets loaded?

Thanks for your help 

Corona’s latest public build loads on use as opposed to up front.

Daily Build 2013.2087

  • Core: Adding new option to display defaults to preloadTextures via display.setDefault( “preloadTextures”, true/false ) (default is true to function like graphics 1.0)

So your current options right now are:

  1. Get a pro account and use this daily build or better

  2. Wait for next public release (with enough demand sometimes Corona will update a public build, but generally not)

  3. Modify your code to change when things are loaded

Hardly ideal solutions, but there it is. If you do a search there is another, bigger thread on this topic.

Thanks for your reply.

I think that the best for me will be the third solution then. But how can I achieve to load sprites before they get played? 

Well, I’m guessing the best way is to just display the sprites ahead of time, but offscreen, and then move them on as needed. That way the load happens, say, when you enter the scene (or before?) But that really depends on your game architecture.

I can’t really help you with Director specifically except to say that I think there’s a subforum for that.

I would advise moving to storyboard really. I was on director for a long while, but it’s getting way out of date now and won’t be updated. Do yourself a favor and spend the couple days learning storyboard. You’ll be glad you did. 

In here they explain some stuff, but what you need to keep in mind this is mostly based on gfx 2.0. There is talk about putting a tiny image up on screen (like 1x1) off to the side, and pre load it. 

http://forums.coronalabs.com/topic/41407-resolved-graphics-20-bad-performance-image-loading/

Corona’s latest public build loads on use as opposed to up front.

Daily Build 2013.2087

  • Core: Adding new option to display defaults to preloadTextures via display.setDefault( “preloadTextures”, true/false ) (default is true to function like graphics 1.0)

So your current options right now are:

  1. Get a pro account and use this daily build or better

  2. Wait for next public release (with enough demand sometimes Corona will update a public build, but generally not)

  3. Modify your code to change when things are loaded

Hardly ideal solutions, but there it is. If you do a search there is another, bigger thread on this topic.

Thanks for your reply.

I think that the best for me will be the third solution then. But how can I achieve to load sprites before they get played? 

Well, I’m guessing the best way is to just display the sprites ahead of time, but offscreen, and then move them on as needed. That way the load happens, say, when you enter the scene (or before?) But that really depends on your game architecture.

I can’t really help you with Director specifically except to say that I think there’s a subforum for that.

I would advise moving to storyboard really. I was on director for a long while, but it’s getting way out of date now and won’t be updated. Do yourself a favor and spend the couple days learning storyboard. You’ll be glad you did. 

In here they explain some stuff, but what you need to keep in mind this is mostly based on gfx 2.0. There is talk about putting a tiny image up on screen (like 1x1) off to the side, and pre load it. 

http://forums.coronalabs.com/topic/41407-resolved-graphics-20-bad-performance-image-loading/