Ubru - Sorry for not replying, I just noticed this post now.
You want to use the IntelXDK Splashscreen and your game is 960/1280. What you are going to do next is make a splashscreen image with the size of 960/1280 then resize them smaller 4 times with respect with the aspect ratio. But luckily, there is an automated way by using the Android Asset Studio:
https://romannurik.github.io/AndroidAss ... tches.html
Since you want to have 4 splashscreens resize, so first set the Source Density to (XXHDPI).
Second, import your "960/1280" splashscreen.
Third, Set Edit Mode to "Stretch Region" or whatever part you want that will happen when the screen size is bigger than that of your game window size.
Fourth, Download Zip.
Fifth, Import the images from lowest to highest in the IntelXDK (MDPI, HDPI, XHDPI, XXHDPI(The Original))
PS: Android Asset Studio makes also makes your Splashscreen stretch even in broken aspect ratio in mobile devices since it is turned into a 9patch image that stretches the part you assigned in the AndroidAssetStudio image editor grid whenever the splashscreen doesn't fit on the screen. But you need to have 4 sizes since 9patch images can't shrink, that's why Android Asset Studio makes different sizes and IntelXDK requires 4 sizes.
[quote = Ubru]Next thing, can I modify that pre-created loading screen in C2? I know I can load my image like a logo but what about that progress bar (size, spacing, color, style, etc...)?
As I said, you have to use a loader layout.
First, Enable Loader Layout on the Project Properties.
Second, Your first layout is your loader layout and replace your default.
Third, Design your loader layout. Tutorial: https://www.scirra.com/tutorials/318/ho ... ng-screens