The real question is... is it worth all the trouble??
Is a perfectly animated load screen really that important?
I mean, even some of the biggest video game successes didn't bother with.
You can get really nice loading 'animations' without perfectly animated effects.
Markus is a real pro at game design and coding, so I highly respect his advice.
SmallG's advice is solid as well, so don't think I am trying to sell him short or anything.
Quote: "The problem with that is that I would have to time asset loading to have sync() produce a consistent frame rate. Was hoping for something simpler, like tell AppGameKit to show a picture for 3 seconds, then automatically fade to pic 2. Then just load all assets in parallel without worrying about syncing.."
I think you got it. using a timer to check periodically during the loading can combine the two methods to get a very good result.
I personally don't think that loading screens are that important, other than splashing the production logos, and maybe some basic instructions or helpful tips.
It seems those could be handled every few seconds as you suggest using the % idea, especially if a timer for the sync() made sure that varying load times on different machines was kept in check.
It's not like you can't check every X% to see if enough time has elapsed for a sync() and screen update.
Just load the loading screen assets first, then use the timer to step through them incrementally, and check the timer every X%.
The timer will keep everything from being "jerky", and the frequent checks will keep it sync()'ed with the asset loading. (still only sync()'ing once every few seconds so shouldn't slow down that much)
My Apps are small for obvious reasons, so I usually have to use timers for the load screens to slow them down in order to even have enough time to read them because the assets load so fast.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1