You lost me here.
Mathew wrote:Okay, it looks and sounds much better, at least for me, but I'm wondering about one thing, every new level icon texture region needs to be cloned using clone() or deepCopy() in newer version of andengine (otherwise as we know, every level icon will have the same look)
Which means, if lets say my game has 120 levels, I have to create 120 level icons and clone texture 120 times, which means in this way of handling it I need 120 texture regions in compare to 4 texture regions while using first mentioned way.
I don't understand why you need to clone textures - I don't think I understand what you are doing, I thought I understood until I read that paragraph...

