I was able to shave some time off the initial blank by adding a new state in the main app::Loop() method that simply does a couple of Sync calls and then sets the state to start the game initialization on the next loop.
The app::Begin() method does a call that sets up the display and shows the loading message.
The old state then immediately went into the game initialization after a couple of Sync() calls.
But, in Tier 2, Sync() calls don't really have as immediate affect as in Tier 1. They appear to really only trigger the final Swap at the end of the app::Loop() method. So, my initial state was calling the long init function and not letting the Sync() happen.
Naturally, now I appear to have done something somewhere else that causes the app to crash the first time when the user enters their name. And this only happens in Android.
Still, I would love to be able to have even those first couple of seconds of blank not be there.
EDIT: And, on my Nexus 7, the backup key doesn't work anymore in the EditBox. On my Samsung Galaxy S III and Toshiba 7" Thrive, it crashes when I click on the enter button on the keyboard.
Also, the initial start up time after installation, still shows about 5-6 seconds of blank. But subsequent start ups only show a couple of seconds of blank.
Now to figure out what I did to break it for Android.
Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master