Caleb,
I am using Roaming Gamer’s sceneTemplate.
Here is the playGUI module where I am having the sceneGroup issue.
-- ============================================================= -- Play GUI -- ============================================================= local composer = require( "composer" ) local scene = composer.newScene( ---------------------------------------------------------------------- --LOCALS ---------------------------------------------------------------------- -- Variables local w = display.contentWidth local h = display.contentHeight local centerX = display.contentCenterX local centerY = display.contentCenterY -- Forward Declarations local onBack local theBank = 0 local bankText = "" ---------------------------------------------------------------------- -- Scene Methods ---------------------------------------------------------------------- --THIS IS MY CODE HERE CALEB function showBank() local textOptions = { text = theBank, x = 5, y = 10, width = 128, --height = 0, font = "charlemagne std", fontSize = 30, align = "left" } local bankText = display.newEmbossedText(textOptions) bankText:setFillColor( 0, 0, 0 ) local color = { highlight = { r=1, g=1, b=1 }, shadow = { r=1, g=1, b=1 } } bankText:setEmbossColor( color ) bankText.anchorX = 0 bankText.anchorY = 0 --sceneGroup:insert(bankText) end function tick() showBank() end --MY CODE ENDS HERE CALEB except for the call to the --Runtime:addEventListener( "enterFrame", tick ) in did enter. --Can you show me where to RETURN the bankText? ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:create( event ) local sceneGroup = self.view local back = display.newImageRect( sceneGroup, "images/BGgameTable.png", 2048, 2048 ) back.x = centerX back.y = centerY --if(w\>h) then back.rotation = 90 end -- Create a button local push1 = PushButton( sceneGroup, centerX + 400, centerY + 350, "Menu", onBack, { labelColor = {0.8,0.2,0.2}, labelSize = 18 } ) end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:willEnter( event ) local sceneGroup = self.view end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:didEnter( event ) local sceneGroup = self.view Runtime:addEventListener( "enterFrame", tick ) end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:willExit( event ) local sceneGroup = self.view end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:didExit( event ) local sceneGroup = self.view end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:destroy( event ) local sceneGroup = self.view end ---------------------------------------------------------------------- -- FUNCTION/CALLBACK DEFINITIONS -- ---------------------------------------------------------------------- onBack = function ( self, event ) local options = { effect = "fromTop", -- See list here: http://docs.coronalabs.com/daily/api/library/composer/gotoScene.html time = 500, params = { arg1 = "value", arg2 = 0 } } composer.gotoScene( "ifc.mainMenu", options ) return true end --------------------------------------------------------------------------------- -- Scene Dispatch Events, Etc. - Generally Do Not Touch Below This Line --------------------------------------------------------------------------------- function scene:show( event ) sceneGroup = self.view local willDid = event.phase if( willDid == "will" ) then self:willEnter( event ) elseif( willDid == "did" ) then self:didEnter( event ) end end function scene:hide( event ) sceneGroup = self.view local willDid = event.phase if( willDid == "will" ) then self:willExit( event ) elseif( willDid == "did" ) then self:didExit( event ) end end scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) --------------------------------------------------------------------------------- return scene
I really do not like asking these questions, I feel as though I should know more than I do.
I bet you can “blaze-read” through the above code like an action novel!

Thanks, Caleb.