hmm, maybe start of the scene is a bit too late for preloading?
Here's a question I'd like to ask: when is the start of the scene event called? Is it before the scene is drawn or is it after it's been drawn?
Ok, that sounds interesting. Maybe its too late. I should set the preload function into the game start action. Yes, I usually use pauses between two actions, because I'm not sure what ecactly happens inside the engine... I want my actions one after another... ;-)
@AFRLme: I tried No a. and b. weeks ago (brightness to zero is a good idea, but I want to show an hourglass), - the mistake could be setting the preload into the wrong place. I will change it.
Sorry must have skimmed over what you wrote or missed it entirely.
You could temporarily turn the sound down to 0, enable an interface which contains a black image or whatever you want to display. Add animations to buttons, etc. Fade out & hide the interface when done & restore the sound back to whatever it was at. The problem with gauging how long to display said interface for though would still be an issue.
As for the preloading & unloading. Add them into the at end of scene action part of the previous scene or inside of a called by other action that is triggered when you click on an exit / entrance to another scene.
* edit: as for the pauses between actions, you don't need to do that. VS works its way down the action list inside of an action block one by one. Adding a pause or wait until action part after an action will cause it to delay the execution of the next action part in the list until the parameter specified has been met.