Heeeeey, guys! This is not a problem since you can load resources by yourself one by one, do them visible/invisible and unload them.
Much more problem is to draw or find cool progress bars to use and to separate to categories some resources that take a lot of time to be loaded and another only a little while)))))
In example you have 20 animations of main character, 10 of are «long» and 10 «fast» to load. So just keep in mind that each sheet of first ones you will fill your progress bar with 7% each (10 sheets x 7% will take 70% of time to load) and 3% for lightweight second part (30%)
Look, you just need:
Steps:
1. to show some pretty progress screen with such bar zero percent filled
2. Enter-Frame listener routine will do our work
hard-sprite = display.newImageRect(…)
hard-sprite.alpha = 0
progressbar.value += 7%
once again for each
light-sprite = display.newImageRect(…)
light-sprite.alpha = 0
progressbar.value += 3%
once again for each
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Unloading progress bar screen resources and arranging all our already loaded but invisible sprites to their places, setting up physics and other properties
-
unpausing physics and timers and in each frame routine we increment alpha of objects to become positive to make fade effect of appearing our objects.
That’s it! This approach is very old, time-tested, simplest, easy to use and to understand, but needs from you to do some tests to notice loading time for resources to balance loading to be smoother looking.
Also on PCs there is difference in loading time with/without delays. In example, there are situations when same loop handles iterations and finish in 5 seconds without updating GUI and 20 seconds with GUI update.
So in this case maybe it’s better to show special screen that will notice user that «huge and long loading is in progress so be patient» and to do loading in 10 seconds instead of show him cool smooth progress bar in time of 2 minutes.
You just need to understand that updating GUI will not do some difference in time if you only and just loading your resources, but it will if you do some very long expensive great countings of future effects or datas or something like that while loading main resources.
And even in this case you can separate loading operations to show cool smooth progress bar and counting operations while show only one notice splash in beginning and not interrupting your countings by updating your GUI.