Quote: "The easiest way to show a progress bar would probably be to create a sprite, set the width to 0. Then you first figure out how much you need to load, perhaps by counting the number of files or similar. Then you create a loop to load all these files and in every iteration you increase the width of the progressbar sprite. Then call Sync. That should work."
That is what I did recently, and made the full bar 225 pixels wide.
Then I loaded a music file first as OGG that was 75 seconds, which was long enough to load all my assets plus extra time.
I use a do-loop right before the main loop, and I set the width of the bar based on the duration of the song, where each second passed add 3 pixels to the width.
The assets usually load in less than a minute even on a slow processor, so I had extra time to spare. (use a shorter music file for faster load times)
The user never knows about waiting the extra 15+ seconds, they just see a steady moving progress bar as the song plays.
Once the 75 seconds is reached the bar is filled and then I exit that loading loop and go to the main one and the game begins.
That way, I don't have to worry about keeping track of which assets have loaded, or have a bar that moves at various speeds.
I also change the info screen shot every X seconds based on the duration of the song and everything runs really smooth.
I am using AGK2 tier 1 also.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1