Hi Brent,
I think I found the bug, and its an issue with Corona, not Text Candy.
Basically, a newImageRect object with alpha, such as a white circle against transparency saved as a .png and imported as a newImageRect, can be color tinted using setFillColor, but it will lose that color if it is inserted into a scrollView with a mask.
If the object is a newRect it will retain the color inside the scrollview, so newRects can’t be used to exhibit the problem (possibly what you used to test it yourself?)
If the scrollview doesn’t have a mask then a newImageRect will retain the color tint inside the Scrollview.
I’ve attached a simple project that exhibits the issue. I’ve also filed a new bug with the same project file.
(Case 25782) ImageRects loose color tint when inside scrollView that has a mask
What’s a use case limited by this bug? I am using bitmap fonts via Text Candy for all my in-game text because they are much faster to render. (I was having long delays between scenes on Android devices when using newText objects so I had to switch over to bitmap fonts). Bitmap fonts are of course created using newImageRects for each character. I create each font using a white color with the expectation that I can tint them to any color that I want inside the game. This works perfectly, _except _in the case where I use text inside a scrollview with a mask, of which I have several inside my in-game store interface. The only work around is to render separate font image sheets of the same font, for each color. This is very wasteful in terms of app file size and texture memory since I would have to store, load, and display multiple copies of the same font, one for each color I intend to use.