btw, if i run old games in compatibility mode with g 2.0, are there any performance increases or is it about the same?
Yeah. Tried to re-log and other browsers too. It looks like basic account is not enough.
Starter accounts should be able to access this page too. It looks like there could be some permission problems. I’ll email one of the guys at CoronaLabs and ask them to check things out.
I had a quick look at your code and I saw this:
bg2.x = bg1.x + bg1.width + 200
This would effectively add a 200 pixel black border between the images, wouldn’t it?
Ah holy crap. I forgot to remove this while testing 2.0. Thanks, now it’s almost working with compatibility mode 
But still there’s something wrong with physics. I enabled hybrid drawing mode and it looks ok, but collisions look strange and also it’s working another way. Figured that one: os.time() is now in seconds not miliseconds… I was calculated time difference and power boost was working for 4500 seconds not miliseconds… But it’s still something wrong with collisions. 2 objects collide too late. I see now: only last part of multi-shaped object collide.
Another issue:
boosterSprite.x = fish.x - 60
boosterSprite.y = fish.y + 45
boosterSprite.xReference = 60
boosterSprite.yReference = -45
boosterSprite.rotation = fish.rotation
it was working before. Booster was sticked to fish by [-60,45] offset. Now it’s not.
And one more thing: why console is not showing when I run my game via sublime text? (with last version of corona editor plugin).
I also saw that when you set the anchor point for bg2 you’re setting bg1.anchorX instead of bg2.anchorX.
I ran your code with Graphics 2.0 and after removing the +200 from the width and fixing the anchor above it’s scrolling nicely. (also commenting out the setReferencePoint code).
I had migrated my game right well, but I noticed something extrange, my game is a top down car game with physics, so if I run game in hybrid mode I can see the lines of joints of wheels to the body moving with the car perfectly, but with graphics 2.0 joints lines seems not to be positioned correctly, only in the top left corner body shapes and joint lines seems to be good but when moving car lines of joints move out of car.

I have a problem with physics too:

Rock is multi-shaped object - green colour.
Fish is multi-shaped object too - orange colour.
Fish was rolling on the floor (from left to right) and collision started just when I made this screenshot, but it should happen way more earlier. It was actually… but update changed this…
Can you please submit some code (or a sample) showing this physics issue in action with multi-bodies? If there is something going on there in 2.0, it needs to be investigated, but I’d like to see your sample or code exhibiting this behavior.
Thanks,
Brent
We are working to fix the public build archive page problem. Check back periodically.
Rob
fish = display.newImage( "images/fish.png" ) --fish.anchorX = fish.width / 2 --fish.anchorY = -fish.height / 2 fish.x = screenLeft fish.y = screenBottom - 40 fish.alpha = 0 fish.type = "fish" fish.collision = fishCollision lfx = fish.x fish:addEventListener("collision", fish) physics.addBody ( fish, physicsData:get("fish") ) fish.angularDamping = 2
For rock:
physics.addBody ( object, "static", physicsData:get(obj.name))
fishCollision:
local function fishCollision( self, event ) if event.phase == "began" then ...
physicsData:
local physicsData = (require "shapes").physicsData(1.0)
And shapes.lua is generated from physics editor:
["fish"] = { { pe\_fixture\_id = "", density = 2, friction = 0.6, bounce = 0.2, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { 71.5, 15 , 72.5, 4 , 77.5, 13 } } , { pe\_fixture\_id = "", density = 2, friction = 0.6, bounce = 0.2, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { 3.5, -46 , 31.5, -48 , 49.5, -34 , 72.5, 4 , 66.5, 23 , 28.5, 47 , -19.5, 1 , -17.5, -29 } } , { pe\_fixture\_id = "", density = 2, friction = 0.6, bounce = 0.2, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { -13.5, 24 , -19.5, 1 , 28.5, 47 , 3.5, 43 } } , { pe\_fixture\_id = "", density = 2, friction = 0.6, bounce = 0.2, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { 66.5, 23 , 72.5, 4 , 71.5, 15 } } , { pe\_fixture\_id = "", density = 2, friction = 0.6, bounce = 0.2, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { 66.5, 23 , 61.5, 31 , 45.5, 43 , 28.5, 47 } } ...
rock:
["rock"] = { { pe\_fixture\_id = "", density = 2, friction = 0, bounce = 0, isSensor = true, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { -28.5, -32 , -60, 3.5 , -54.5, -28 } } , { pe\_fixture\_id = "", density = 2, friction = 0, bounce = 0, isSensor = true, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { -89, 17.5 , -118, 41.5 , -106.5, 11 } } , { pe\_fixture\_id = "", density = 2, friction = 0, bounce = 0, isSensor = true, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { -60, 3.5 , -89, 17.5 , -75, 1.5 } } , { pe\_fixture\_id = "", density = 2, friction = 0, bounce = 0, isSensor = true, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { -118, 41.5 , -140.5, 63 , -139, 49.5 } } , { pe\_fixture\_id = "", density = 2, friction = 0, bounce = 0, isSensor = true, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { 98.5, 21 , -140.5, 63 , -118, 41.5 , -60, 3.5 , 44, -32.5 , 75, -21.5 } } , { pe\_fixture\_id = "", density = 2, friction = 0, bounce = 0, isSensor = true, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { 143.5, 63 , -140.5, 63 , 98.5, 21 , 133, 38.5 } } , { pe\_fixture\_id = "", density = 2, friction = 0, bounce = 0, isSensor = true, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { -60, 3.5 , -118, 41.5 , -89, 17.5 } } , { pe\_fixture\_id = "", density = 2, friction = 0, bounce = 0, isSensor = true, filter = { categoryBits = 1, maskBits = 65535, groupIndex = 0 }, shape = { -60, 3.5 , -28.5, -32 , 2, -63.5 , 3, -63.5 , 44, -32.5 } }
And that’s it.
Hi @mk_osowa,
I re-assembled your code and I’m getting all of the expected collisions using build 2076. This includes all parts of the physics body on the fish and rock. Please confirm that you’re not shifting groups around independently of each other.
Best regards,
Brent
All physics bodies are in the same group. I don’t know what I could make wrong. Friend sent me direct link to older version, which I still can’t access, I installed it and now physics are working well.
Hi @mk_osowa,
Please download the simple project that I put together based on your code. It uses the body definitions you provided but (of course) not the images, for which I substituted vector rectangles. This sample is giving me proper collision detection in build #2076… you will see “COLLIDE” printed in the Terminal repeatedly as the “fish” moves through the “rock”.
https://www.dropbox.com/s/pje6nrj0qzpbmas/stest.zip
When you download this, please let me know, so I can remove it from DropBox.
Thanks,
Brent
Hi
I’ve just made a lot of debugging and found this:
rock has referencepoint like this:
object:setReferencePoint(display.TopLeftReferencePoint)
if I turn it off reference point is center by default.
Then rock is placed on the wrong place of course, but collisions work as in older version!
I KNOW that now are anchor points, but I’m using compatiblilty mode. So compatiblity mode sucks 
Hi @mk_osowa,
Thanks for debugging this. I’ve always managed physics bodies on a center orientation. Admittedly, V1 compatibility will still require some changes for migration purposes, and this appears to be one of them (non-center-referenced physical objects).
Best regards,
Brent
There’s another strange issue with hybrid mode physics in graphics 2.0. If you move the Display Group that contains all of the physics bodies, all of the overlays for joints etc get out of line. I put all of my objects into a Display Group called ‘camera’, then on enterframe do:
camera.x=- player.x
Everything gets out of whack, at least visually with the hybrid mode, but it seems like collisions etc still work, so maybe it’s not that big of a deal but it sure makes developing a little harder to view your physics construction. If I take out the enterframe, it looks fine visually but then the player just runs off the screen which sort of isn’t so good. I’ve tried running in V1 compatability mode but it did not fix. With graphics 1.0 everything looked fine.