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AppGameKit Classic Chat / AGKsplash.png

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bjadams
AGK Backer
16
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Joined: 29th Mar 2008
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Posted: 13th Dec 2011 18:05
What does AGKsplash.png exactly do on ios T2??

On Windows, I got a nice splash screen, however when using the agk:rint() command I get white text colour over a white foreground colour so the text is unreadable!

If I remove the splash screen text prints fine!
Paul Johnston
TGC Developer
21
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 13th Dec 2011 18:11
You can change text color with SetPrintColor(), not sure why the splash screen would change that though.
bjadams
AGK Backer
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Joined: 29th Mar 2008
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Posted: 13th Dec 2011 18:52
And what does AGKsplash.png do on ios? is it being used in T2 or is it only for the interpreter?
Paul Johnston
TGC Developer
21
Years of Service
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 13th Dec 2011 20:13
The splash screen will only work on tier 2 (or when compiling bytecode into the tier 2 interpreter). It merely displays your image fullscreen for a minimum of one second, or until the first Sync() is called, which ever is longer and then deletes it.
bjadams
AGK Backer
16
Years of Service
User Offline
Joined: 29th Mar 2008
Location:
Posted: 13th Dec 2011 21:11
In case of iOS isn't that what Default.png in Xcode does?

So which option do you best suggest we use for an iOS splash screen?
Paul Johnston
TGC Developer
21
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 13th Dec 2011 22:38
Default.png displays whilst AppGameKit starts up, the AGKSplash.png displays whilst your app starts up, until it calls Sync(). You could use the same image for both if you like

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