Thanks, if you get the chance, could you look at my other topic: https://forums.coronalabs.com/topic/65886-attempt-to-index-upvalue-score-a-number-value/
After many fruitless efforts, the problem of the character losing two lives is still present. At this point, I am not sure if anything else can be done. Sometimes, 2 lives are lost and the character hits the enemy at a flat surface.
The default Corona physics library works, but it looks like the character is colliding in mid-air.
I apologize that I am being repetitive.
Hi @sdktester15,
I’m not sure which question is related to what issue, or what to help answer… can you clarify please?
Brent
Yes, my question now is will I have to construct the physics bodies for my enemies with the Corona physics library via coordinates? And, will this possibly solve the issue of losing 2 or 3 lives that was caused when I was using PhysicsEditor?
If the answer is yes to the first question, please view my other question:
https://forums.coronalabs.com/topic/66283-how-to-use-the-auto-trace-for-corona-physics-library/
Hi again,
What is most likely happening is that, with multi-element physics bodies, all “fixtures” (elements) in the body will trigger a collison detection with another object. This is by design, since we wouldn’t want to disregard that happening in case the developer wants to handle those collisions separately.
Fortunately, there are some simple workarounds. Refresh my memory though… I thought we solved this at some point before now? Or am I mistaken? I can provide you some help on this issue if we haven’t already discussed it…
Take care,
Brent
I also thought this was solved, however I had discovered that the error was there the whole time, however, even before I was using multi-element physics bodies the error was still occurring. Also, I look forward to discovering what these workarounds are.
Sure thing,
So basically, because there are multi-element bodies colliding, you won’t be able to prevent multiple collision events from happening… that’s just how it works. But what you can do is pull a little trick to make sure the player doesn’t get penalized 2 lives.
May I first ask what happens when your player dies? Do you animate the player sprite in some way to show it? Does the player “fall of the screen” or do some other motion upon death? I ask this because, depending on what you do when the player dies determines the solution I suggest. 
Brent
When the player loses a life, a heart is deducted form a counter that keeps track of their lives, also, all enemies on the screen are removed.
When the player dies, the game takes them back to the main menu.
Yes, but do you do anything else like run a “death” animation or something? I imagine the game doesn’t just instantly snap back to the menu instantly…
It actually does, I haven’t decided to do anything with that yet…