Hi @fkaktos,
Sure, you can do a “loading screen”… just build it outside of Storyboard, then clear it when your “core scene” loads.
But what I’m concerned about with your “video” in sprite format (or MovieClip) is texture memory. If you consider each frame at 480x360, that will round UP to the next power-of-two texture size of 512x512. Multiply that by the standard equation…
512×512 (pixels) × 4 (bytes) = 1,048,576 bytes = 1 MB
…and you can see that each frame takes up 1 MB of texture memory. Multiply that by hundreds of frames (let’s just say 200) and you suddenly have 200 MB of texture memory occupied just for the video… that being in addition to any other game artwork and assets. The texture memory varies from device to device, but if you exceed it, the app will usually crash or simply not load at all.
See the section on “Conserving Texture Memory” here:
http://docs.coronalabs.com/guide/basics/optimization/index.html#texturemem
Now, if you pack all of these frames into an image sheet, you’ll save some space… for example, you could put 4 of these frames across a row and 5 rows down, for a total of 20 frames on a sheet, and the dimensions would be:
480 x 4 = 1920 pixels wide
360 x 5 = 1800 pixels high
This would result in an image sheet in the power-of-two range of 2048x2048, which is 16 MB. That’s a tiny savings, since you’re getting “20 frames for the price of 16”, if that makes sense.
But, it still adds up quickly. And yes, I know you have more than 20 total frames, but you can assemble multiple image sheets and have a single sprite pull frames from them.
Still, the texture memory is a definite concern. However, if you can cleverly compact these onto image sheets, and maybe make the frames 80-90% of your intended size (and then scale them up in the app, which probably wouldn’t result in too much loss in quality), you might be able to pull this off.
Any other questions, just let me know.
Brent