1. No
2. Yes, and it works well. But make sure to update your templates based on
this thread. Otherwise things won't work well. The Tier 2 templates currently delivered with the tool are woefully out of date (known and much discussed issue).
3. You can control the splash screen and do not need to use the AppGameKit one. Here is some sample Tier 2 (C++) code for setting your own initial image (after the Default.png required by Apple), suggested to do something while your app loads media and such (based on template.cpp):
float slp_wait;
bool spl_vis;
// Begin app, called once at the start
void app::Begin( void )
{
// display your own splash screen
spl_img = agk::LoadImage("/media/mysplash.png");
spl_spr = agk::CreateSprite(spl_img);
agk::SetSpritePosition(spl_spr,0,0);
agk::SetSpriteSize(spl_spr,TA_GAM_WID,TA_GAM_HIH);
// set up to allow the splash to display for at least a little bit, in this case half a second
slp_wait = agk::Timer() + 0.5f;
spl_vis = true;
}
// Main loop, called every frame
void app::Loop ( void )
{
#ifdef IDE_XCODE
// indicate started
app::did_start = true;
#endif
// check for splash wait
if (spl_vis)
{
// wait for timeout
while (slp_wait > agk::Timer()) agk::Sync();
// clear variable
spl_vis = false;
// do your app initialisation stuff here
// I would suggest putting it in a function
// clear the splash screen
deleteTheSprite(spl_spr);
deleteTheImage(spl_img);
}
// do your app functions
// update the display and let the app check for
// pointer presses, physics interactions, etc.
// this is a required call, otherwise your app does
// nothing interesting
agk::Sync();
}
Cheers,
Ancient Lady
AGK Community Tester