Yes, using smaller images definitely reduces the display time... a batch of 
smaller gif/jpg line drawings only takes 1.5 seconds to display, but the idea 
is that the user can choose any image folder off their HD to create a custom, 
high-interest game (family members, friends, animals being studied (marsupials 
at present, mate).  If I include image libraries, I'll definitely batch shrink 
them to thumbnail size.  Jacqueline's suggestion of locking messages or hiding 
the images didn't yield much if any difference.

Here's another question:  If you lock the screen how do you update a progress 
bar?  I'm assuming you unlock it a time or two along the way, but with the 
screen unlocked load times are much longer.  Still, having the progress bar 
psychologically shortens the time, even if it is longer.  Light at the end of a 
tunnel is a consoling thing.

Thanks,
Mark

On Feb 21, 2010, at 4:18 PM, Sarah Reichelt wrote:

> On Mon, Feb 22, 2010 at 5:34 AM, Mark Swindell <[email protected]> wrote:
>> I'm working on a simple game of concentration for the kids I teach.
>> 
>> I have 24 small image rectangles grouped on a card that are populated in a 
>> repeat loop which sets their fileNames to line x of a list of filenames held 
>> in a variable.  These files can be large images.
> 
> 
> How about shrinking the images the first time they are loaded, if they
> are bigger than the image rectangles?
> This would make the first run take longer, but you could show a
> progress indicator: "Importing picture x of y...".
> Subsequent runs would be much faster if the images were smaller.
> 
> Cheers,
> Sarah
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