There’s no call for if a file exists. I believe you just have to attempt the load in an if statement to ensure that you handle loading alternatives.
There is a safe, silent way to do it using LFS (Lua File System) but you’d have to check it against iOS (device!) and Android (device!) to ensure it works since they both have different ways of handling the ResourceDirectory. I would think it should work because neither .png or .fnt is on the protected list (for example, you can’t use LFS to look for lua files) but I do remember having quite the time trying to autoload assets across sim and two device platforms. (I think my specific problem was that I was trying to load TexturePacker Lua files corresponding to .png files though. With .png and .fnt only it might have worked)


(It almost works better than an actual onComplete call, as I can determine whether to call a page onComplete (i.e.: setup next page) or a text onComplete (setup window close)