Recently there has been some discussion about how to grow the Gideros community. To me personally I think one key thing is to get games out there that are made with Gideros, and advertise that fact.
To this end I have created a small Gideros splash screen that I will be using in my own games. Maybe some of you will also join the crusade to make Gideros more visible by including it (or your own version of) in your games too.Here is a video of the splash screen
The splash screen seems to happily adapt to any screen resolution, background color (black or white are best IMHO), and device orientation.
The splash screen requires that you are using SceneManager
to manage your game scenes (which you all should be). In the attached example you will see that SceneManager transitions to the splash scene first. When it does that, it also passes in the information required for the next scene which generally will be your own splash screen or game intro.
In the splash scenes there is a variable (self.debugging()) which if set to true will allow you to skip the splash scene. You should remember to set this to false in your production code because we don't want people to be able to skip our splash screen
If you examine the example project you will see that I have attempted to make it as easy it use as possible. If you are having any problems getting it working, just post here
I discovered today on my Pixel C that sometimes when starting the splash screen, the logo appears full sized and visible for a frame. Ive updated the class so on initialization it sets the logos size and alpha to 0. This fixes it nicely.