Quote: "My media folder is 25MB in total, so I'm wondering what is an acceptable threshold to load media just once at run time and then create/delete sprites from that?"
A few things:
* The 25 MB is the size in compression. When AppGameKit loads the images, they are uncompressed. Print GetImageMemoryUsage() to the screen to see of how much GPU memory your loaded images are currently using.
* An "acceptable threshold" will vary between systems, because not all devices have the same GPU.
* It's generally good practice and good habit to only load images you are currently using and ones you want to be able to use quickly and not suspend the game to load. Delete images once you are not using them and will not need to reference them quickly any time soon. Regarding the point of "quickly referencing", when you load image(s), your program will briefly hang. Basically that loop of the program takes longer than normal because it takes time to load images, so the sync is called late. Try loading several images during gameplay and you will see what I mean. So to avoid this, run image loading at times when the program hanging would not be noticeable, like on a black transition screen of some sort, or perhaps, a "loading screen". You should load all the images you would need for that "scene". That's why we have loading screens