FAQ

Please visit to Price Plan and compare both Basic License and Pro License. We recommended Pro License because you are able to animate the splash screen with sound effect and more loading indicator templates to be chosen. We are highly recommended you to download a DEMO copy to test on your iOS/Android app before purchase, we have tested on several apps and works like a charm but we cannot guarantee that all Adobe AIR application should run well because there are thousand of APIs and coding methods.
We are sorry to inform that there will not be mSplashScreen for Mac OS X as we promised at the moment, because we are facing difficulty to show preview by using Xojo. We believe it is the bug in Xojo components that we used for Mac OS X. By the way, we are looking into other cross-platform development tool (Python) to re-code mSplashScreen in future to support both Windows and Mac platform.
mSplashScreen recommends AIR SDK version 17.0.0.124 or above because the splash screen’s swf is compiled by AIR SDK version 17.0.0.124.

Separated background image file is required for better display to fit in all screen resolutions if you have a NON-plain color’s splash screen background. You may know details from the diagram following the reason of separated splash screen’s background image.

SeparatedBackground

In short, background image will be shown as Scale Mode = NO BORDER programmatically, whereas foreground image (usually logo) will be shown as Scale Mode = SHOW ALL. You may visit to Stretch Your SWF with Stage.ScaleMode for more details about Scale Mode. Therefore, you MUST have your foreground image with transparent background if you have separated splash screen background image.

The answer is NO in most cases. But we managed to face 2 scenarios that a few lines of coding must change in order to have mSplashScreen working well.

  • If you access to stage object in the constructor of your application, then your application MUST modify a few lines of code in order to work properly with mSplashScreen. For example:-
    function TheGameConstructor()
    {
       super();
       stage.align = StageAlign.TOP_LEFT;
       stage.scaleMode = StageScaleMode.NO_SCALE;
    }
    										

    Should Change to:-

    function TheGameConstructor()
    {
       super();
       addEventListener(Event.ADDED_TO_STAGE, fncOnAdded);
    }
    		
    function fncOnAdded(e:Event):void
    {
       removeEventListener(Event.ADDED_TO_STAGE, fncOnAdded);
       stage.align = StageAlign.TOP_LEFT;
       stage.scaleMode = StageScaleMode.NO_SCALE;
    }	
    										
  • If you access MouseEvent.stageX or MouseEvent.stageY in your application, and your application’s scale mode is NOT StageScaleMode.NO_SCALE, then you must modify your code from:-
    function cursorMove(event:MouseEvent):void {
       cursorX = event.stageX;
       cursorY = event.stageY;
    }
    										

    To:-

    function cursorMove(event:MouseEvent):void {
       cursorX = (event.stageX / intWidth) * 800; // if application stage width = 800
       cursorY = (event.stageY / intHeight) * 480; // if application stage height = 480
       // please be noted that the stage width and height must be hard-coded, do not use stage.width and stage.height
    }
    
    function thisClassInit():void {
       intWidth = Capabilities.screenResolutionX;
       intHeight = Capabilities.screenResolutionY;
    
       ......... // other init coding
    }