the problem isnt the pseudo 3d that works fine. If I delete alot or all the images that led me to make this thread it works perfectly and loads almost instantly. And like I said the layout isnt even using any of those.
so its bound to be in the loading process somewhere thats causing the issue. The more images I delete the faster it tries to load until eventually (around 40 or so out of 168) it works normally.
Im not disputing the fact that this is not the best way to handle this sort of thing but its the only way c2 can currently handle it thats why I made this thread its also why I suggested the load image from url as sprite sheet option.
With it anyone (not just me with this crazy engine) could load animations at runtime and ONLY LOAD the ones needed for the current layout. Not try to load 168 animations with 56 frames that arent even used...
EDIT: I forgot that the capx I posted doesnt even include the rendering of the pseudo 3d I deleted that event sheet before I shared it. All it includes is the creation of the walls used to render the 3d of which none are created so its not even set active because theres 0 walls to create in that capx.
So what you see in that capx if it loads is a blank screen with a blank map. But you wont see that cause it never loads the preview