I have my project set up in a few frames, ranging in size from 320*256 to 800*600. Every frame has the following layers:
00: detectors, 2-bit collision masks and stuff
01. world graphic (houses, trees, ground)
03. world graphics overhead stuff
04. interface etc.
Whenever the character's detector bumps into the teleport detector, the game switches from current frame to another frame. Nothing spectacular.
The problem is, whenever it happens, the frames clearly flash for a split second and the bottom layer (collisions, etc) can be clearly seen for a moment - this looks really bad. With a subapp it's even worse - all the "under the hood" game mechanisms can be clearly seen in all their RGB glory (of course I used some horrible colours for detectors).
Why does this happen and how do I avoid it? using too many layers? Can't be, the most layer-intense frame has 8 layers (and the frame is a 800*600)... There aren't that many heavy objects either, half of them are invisible most of the time anyway. Also the "start of frame' actions are pretty light. So, out of ideas - anybody else had a similar problem?