Animated splash

Although we do have animations during asynchronous downloading (http://developer.anscamobile.com/code/simple-loading-message - awesome!) what would be great is animations during app loading. So that instead of just the regular Default.png being used while the app is loading a movie or some sort of progress bar could be shown.

There are obvious difficulties with this, but it is definitely possible. Perhaps a separate piece of (lua) code could be included to load as the “loader” while the rest of the program loads?

matt [import]uid: 8271 topic_id: 7023 reply_id: 307023[/import]

Is it really possible to replace the default.png with an animation?
I’ve never seen an app doing that…

I mean, it’s possible to create an animated splash doing some animation when you start the app, using the same graphics as the Default.png… in that case, when you launch the app, it looks like an animated splash intro.

(for example, this is what I did in my app http://www.youtube.com/watch?v=D0DlToIX2Fc , at the startup I used two images in the same positions of the default.png elements and then I animated them)
[import]uid: 9158 topic_id: 7023 reply_id: 24829[/import]

Use default.png and setup an animated sprite (or your choosing) with the first frame being that of the default.png if you want to use that. Otherwise, setup a animation while you load.

C. [import]uid: 24 topic_id: 7023 reply_id: 24841[/import]

There are obvious difficulties with this, but it is definitely possible.

It is? I thought Default.png was mandated by Apple. Can you point to any examples where an app has an animation instead of a static Default.png? [import]uid: 12108 topic_id: 7023 reply_id: 24916[/import]

I don’t use Default.png, here is what I do and you can just insert your animation in.
–main.lua
– Show StatusBar
display.setStatusBar(display.DefaultStatusBar)

–Load External UI Library and Director Library
local ui = require(“ui”)
local director = require(“director”)

–Create a Main Group
local mainGroup = display.newGroup()

–Main Function
local function main()

–Add the group from director class
mainGroup:insert(director.directorView)

–Load Main Menu
director:changeScene(“loading”)

return true
end

–Start Program
main()

–loading.lua
module(…, package.seeall)

–Direcor Main Function
function new()
localGroup = display.newGroup()

–Load Background
local screenCenterX = display.viewableContentWidth / 2
local screenCenterY = display.viewableContentHeight /2
local background = display.newImageRect(“loading.png”, 320, 480)
background.x = screenCenterX; background.y = screenCenterY
localGroup:insert(background)

local function start()
director:changeScene(“mainmenu”, “downFlip”)
end

–Start Program
timer.performWithDelay(3000, start)

return localGroup
end [import]uid: 11809 topic_id: 7023 reply_id: 24932[/import]

If I’m reading that right, the program still needs to load before the animation happens, which is then controlled by the program anyway. That would mean that an actual “loader” (or pre-loader, as I believe the Flash term would be) is not in place, but that the game fakes it.

Unless you’re saying that there is a way to structure the code so that only part of it is loaded prior to the larger, slower-loading main game?

m [import]uid: 8271 topic_id: 7023 reply_id: 24953[/import]