I wrote my way around it, thought it could be a coding issue so I redid the code in a different way (old code now overwritten)
I was trying to implement a local lifetime to different objects so I could do time based rather than frame based animations
So I was assigning image_foo.lifetime == system.getTimer() - image_foo.lifetime;
the error was when I was checking for image_foo.lifetime == nil for the first loop but I cant be sure that it was that or the following rules that caused the error
–anyway I am now setting 1 global timePrevious value to check all animations against where
timePrevious = event.time; – 1 line of main loop
–in each animation function thats called in the main loop
local timeDelta = system.getTimer() - timePrevious;
–and then to do the time based adjustment to account for a drop in framerate
local scaleVelocity = 2.5
local newScale = scaleVelocity+((0.03*scaleVelocity)*timeDelta);
image_foo.yScale = image_foo.yScale; + (newScale);
image_foo.xScale = image_foo.xScale; + (newScale);
im hoping this makes sense, it allows you to adjust for delays in the main loop and if applied to each function call, it will sync animation (I hope) [import]uid: 5354 topic_id: 581 reply_id: 1129[/import]