It’s actually an issue 2 user have encountered so far in my game.
At the very start of my game I have a shader that creates some multi-color lights moving over a static logo. I show this while loading in all the game’s .wav files.
I let the guys test the shader code directly in the shader.coronalabs.com site and they both had no problem running it so I doubt its something to do with the shader.
I don’t know if it has something to do with Steam’s overlay system? I don’t use that in my game but i see it is on by default in a users steam profile.
So basically the issue those guys have is that the game does not go any further than the logo screen. One time one of the guys managed to go past the logo into the game, but next time they could not.
I use the below timer.performwithdelay loops to load in all my sounds/music at the start of the game while the logo is showing, so not sure if its the right way to put the loading of .wav sounds. I originally did it this way to calculate a progress bar but it was never accurate so I don’t use a progress bar anymore. The below codes simply loads each sound and when finished goes to another function that does similar until it reaches the last .wav file to load then should go to the start game function (Which I assume is not happening for them, but once).
function loadSfx() print("loadSFX") local soundList={ {50,"dayturn.wav"}, {52,"scan.wav"}, {53,"warning.wav"}, {54,"waves.wav"}, {56,"waves3.wav"}, {58,"horn.wav"}, {60,"imhit.wav"}, {61,"bogey\_down.wav"}, {70,"generic\_button.wav"}, {71,"generic\_okay.wav"}, {72,"unlock\_gun.wav"}, {73,"unlock\_blade.wav"}, {75,"metal\_slide.wav"}, {76,"generic\_normal.wav"}, {203,"unlock\_crossbow.wav"}, {500,"hope.wav"}, {509,"scan2.wav"} } local timerCount=0;local timerMax=#soundList local function sfxloop() timerCount=timerCount+1 if sounds[soundList[timerCount][1]]==nil then sounds[soundList[timerCount][1]]=audio.loadSound( assetPath .. "sound/sfx/"..soundList[timerCount][2] ) end --14 sounds to load if progressbar then progressbar.x=progressbar.x+2 end if loadingrect then loadingrect.alpha=loadingrect.alpha+0.0042 end if timerCount==timerMax then soundList=nil;timerCount=nil;timerMax=nil loadMusic() else sfxlooptimer=timer.performWithDelay (1,sfxloop) end end sfxloop() -- end