No need to be sorry, I suspect polyvectors could gain some here, but on my tests, I could not make it run properly on caanoo, but then again, was an older version of GLB and I never used them in first place, altough my tests worked on pc as it should.
Thanks for the link! A bit too advanced for me, but it is great read, I do have to learn more on these.

The backround clouds are composed of those 3 clouds that move with distinct speed.
I can get them smaller too as there will probably be some background and that will make it easier on the handheld.
Since things has been 60fps from the beguinning and it is an action game, I will cry(truly) if I have to lower that...

I will try the rgb888 (that is no alpha channel right? using a color as mask, usually that purple/pink right?).
I´m not sure about a mask either, maybe I could draw the clouds on a different off screen and delete the part, but grabbing it back and pasting on the former screen sounds as an even more taxing thing...at least in my mind

Clouds are there to show the wind/storm movement and they change speed every other time.
Thanks for all the hints, let me see if the png24bit+pink/purple handles better then the png32bit.
Super thanks

EDIT: oh, you mean rbg888 as 8bits per channel right? no alpha..