i've created a loading screen/loading bar and it works fine, but when everything is done loading and the screen switches to the game, all the other 2d stuff is hidden. the loading image is a sprite and is screen size and it covers all the 2d stuff, but even when i hide or delete the sprite, the 2d stuff is not there. i dont know why. here is my loading code.
REM loading screen
load bitmap "loadingscreen.bmp", 12
get image 12, 0, 0, 640, 480
sprite 10, 0, 0, 12
set sprite 10, 1, 0
delete bitmap 12
load bitmap "loadbar.bmp", 13
get image 13, 0, 0, 640, 10
sprite 11, 0, 400,13
stretch sprite 11, 5, 100
REM make matrix
make matrix 1, 10000, 10000, 50, 50
set matrix 1, 0, 0, 0, 1, 1, 1, 1
position matrix 1, 0, 0, 0
randomize matrix 1, 100
load bitmap "grass08.bmp", 1
get image 1, 0, 0, 256, 256
delete bitmap 1
prepare matrix texture 1, 1, 2, 2
stretch sprite 11, 10, 100
REM make fog and backdrop
backdrop on
color backdrop rgb(0, 100, 700)
fog on
fog color rgb(0, 100, 700)
fog distance 2500
stretch sprite 11, 15, 100
REM place camera
position camera 5000, 1000, 5000
stretch sprite 11, 20, 100
REM load music
load music "hidden fury.mid", 1
stretch sprite 11, 25, 100
REM load missile
load object "misile14.x", 23
scale object 23, 1000, 1000, 1000
hide object 23
stretch sprite 11, 30, 100
REM load explosion
load object "explode.x", 24
load bitmap "fire.bmp", 2
get image 2, 0, 0, 100, 100
texture object 24, 2
ghost object on 24
hide object 24
stretch sprite 11, 35, 100
REM load explosion 2
make object sphere 25, 100
texture object 25, 2
ghost object on 25
hide object 25
load sound "explode4.wav", 2
stretch sprite 11, 40, 100
REM load smoke texture
load bitmap "smoke.bmp", 3
get image 3, 0, 0, 100, 100
delete bitmap 3
stretch sprite 11, 45, 100
REM load misile smoke particles
For x = 100 to 110
Make object plain x+10,5, 5
Texture object x+10,3
Set object x+10,1,0,0
Ghost object on x+10
fade object x+10, 100
Hide object x+10
Next x
stretch sprite 11, 50, 100
REM enemy tank
load object "artillry.x", 26
position object 26, 1000, get ground height(1, 1000, 1000), 1000
scale object 26, 1000, 1000, 1000
stretch sprite 11, 55, 100
REM crosshairs
load bitmap "crosshairs.bmp", 4
get image 4, 0, 0, 100, 100
sprite 1, 50, 50, 4
hide sprite 1
set sprite 1, 0, 1
delete bitmap 4
stretch sprite 11, 60, 100
REM lock on reticule
load bitmap "lock_on.bmp", 5
get image 5, 0, 0, 25, 25
sprite 2, 50, 50, 5
hide sprite 2
set sprite 2, 0, 1
delete bitmap 5
stretch sprite 11, 65, 100
REM object pointer
load bitmap "plane_marker.bmp", 7
get image 7, 0, 0, 19, 19
delete bitmap 7
REM second object pointer
load bitmap "plane_marker2.bmp", 8
get image 8, 0, 0, 19, 19
delete bitmap 8
REM third object pointer
load bitmap "plane_marker3.bmp", 9
get image 9, 0, 0, 19, 19
delete bitmap 9
REM fourth object pointer
load bitmap "plane_marker4.bmp", 10
get image 10, 0, 0, 19, 19
delete bitmap 10
stretch sprite 11, 70, 100
REM map texture
load bitmap "HUDmap.bmp", 11
get image 11, 0, 0, 200, 200
stretch sprite 11, 75, 100
REM make HUD
Make object Plain 200,1.5,1.5
position object 200,-2.55,-1.8,4
Lock object on 200
ghost object on 200
texture object 200, 11
stretch sprite 11, 80, 100
REM machine gun bullets
for b = 2 to 22
make object cylinder b, 1
position object b, 1000, 1000, 1000
color object b, rgb(200, 200, 0)
hide object b
next b
dim bullet(22, 1)
bulletnum = 2
stretch sprite 11, 100, 100
REM end load
hide sprite 10
hide sprite 11
loop music 1
show sprite 1
show sprite 2
sprite 11 is my loading bar, and sprite 10 is the loading screen. please help.