Speaking of crashes and whatnot, have you managed to contact Chris about possible ways to avoid the memory related crashes that have popped up recently?
Yea, he's back and working on it now. The sprite pool option (set to 1000) has prevented every crash I've heard back on since I added it, so I think the problem is pretty localized.
On a related note, plan on adding the 2000 sized sprite pool option?
Hopefully we can not need a pool at all, just one object per sprite size like we had before; I tried doing that last week (and that's what the 0 option on the slider does) but due to some interaction I don't know about that was killing performance, hence the stopgap compromise (which also helps investigate the issue).