mplacona wrote:
I know the VRAM is just 2mb, and in this case I would be loading less than 1mb, so I got a bit confused in it.
Wrong. Though your images may only be < 2MB on disk, they may very well be much more than that in RAM. When loading the images, they will reside uncompressed in memory, so the size only depends on the image resolution and bit depth.
Regarding your loading speedup, you could:
- put all images into one and load only that one (which speeds up loading by using only one file access rather than 60 - which most likely is a big part of your bottleneck), then have your drawing routines adjusted so they can work with an image-sheet
- put all images into another container file (some kind of very basic virtual filesystem) for pretty much the same reason as above, but you'd still have to do 60 calls to all the png functions
- Use a less CPU intensive file format - maybe try using simple TGA with RLE compression or create your own format that just holds the zlibcompressed raw data
- Do the loading in parallel with other things (like splash screen, main menu, whatever) by threading it
However, in case you don't know how to even start about doing any of the above, you just shouldn't care about it. Try to get your game working without major bugs and make it look reasonable, then no one will think about a one or two seconds loading time.