The documentation for SDK 2.7.6 on animation loops reads as follows:
The following properties can be read or set directly, and have these defaults:
- interval : the value of interval, if passed, or 100ms (the elapsed time before advancing to the next imageTable frame)
If you create a loop, local loop = gfx.animation.loop.new(imageTable), and try to read loop.interval you will get nil but loop.delay has a value.
And I'm guessing that setting loop.interval = newValue will not have the intended effect.
But it looks like setting loop.delay will change the elapsed time before the next frame, which matches the previous behavior.