I have given up!

If you send the complete code to otterstudios@hotmail.co.uk I’d be happy to take a look.

Nick

Did you skip my third post cuz the viewer made the code look weird?

I did it for you, just copy paste this code in a brand new lua file and it should do what you want it too. Thanks for the interesting problem =)

----------------------------------------------------------------------------------------- -- -- main.lua -- ----------------------------------------------------------------------------------------- -- Your code here display.setStatusBar( display.HiddenStatusBar ) myEnemies = {} enemyNr = {} eNum = 1 function killEveryone(event)     if event.phase == "ended" then     timer.cancel( SpawnTimer )         for i = 1, #enemyNr do         myEnemies[enemyNr[i]]:removeSelf()         myEnemies[enemyNr[i]] = nil         end              end end killBut = display.newRect( 110, 0, 100, 40 ) killBut:addEventListener( "touch", killEveryone ) function killGuys(event)     if event.phase == "began" then         local target = event.target         local deadEnemy = event.target.num         local remEnem = table.indexOf( enemyNr, deadEnemy )         table.remove( enemyNr, remEnem )         target:removeSelf()         target = nil     end end function spawnGuys() myEnemies[#myEnemies + 1] = display.newCircle( math.random( 20, 300), math.random( 40, 460 ), 20 ) myEnemies[#myEnemies].num = #myEnemies enemyNr[#enemyNr + 1] = #myEnemies myEnemies[#myEnemies]:addEventListener( "touch", killGuys ) end SpawnTimer = timer.performWithDelay( 500, spawnGuys, -1 )

@hatethinkingofgames, thanks, i’ll give this a try asap. when i get back to the office.

@nick_sherman, as soon as i return i can zip up the project for you

finally got back to my computer… busy week. ill keep you updated

no errors thus far