Any word on a build that fixes 776 issues? I feel like we are really close here. [import]uid: 42417 topic_id: 17828 reply_id: 98053[/import]
Hi,
I have this function associated with a few buttons:
[lua]local function pressMainButton(event)
print(“press”)
local destiny = tostring(event.target.id)
if(actual_scene ~= destiny) then
waitBox.isVisible=true
storyboard.gotoScene(destiny, “crossFade”, 500)
end
return true
end[/lua]
If I comment the line that loads the scene (storyboard.gotoScene(destiny, “crossFade”, 500)), the waitBox becomes visible at the time I press the button. If not, the waitBox becomes visible when the new scene is loaded and starts the transition. I don’t understand why.
(In the scenes I just call the waitBox to hide it when the transition is over) [import]uid: 141611 topic_id: 17828 reply_id: 101255[/import]
[SOLVED] - it is a Lua issue 
Dohh, I am in deep shit here 
I am getting this error:
gameLogic.lua:1078: function at line 135 has more than 60 up values
and it is referring to:
function scene:createScene( event )
Should I move my code somewhere else, and what does this mean?
Joakim
[import]uid: 81188 topic_id: 17828 reply_id: 103696[/import]
I just went to build 806 from 773, made the code changes needed so that everything is working great in the Windows and Mac Corona sims, but in the iOS Simulator, every gotoScene() call gives me the “WARNING: Cannot transition to a scene that doesn’t exist” error in the console. No other errors. requiring the scenes doesn’t give any more info. And it all works perfectly in the Corona sims. Argh!
Anybody else seen this behavior?
Update: I have a workaround by calling storyboard.loadScene( “sceneName”, true ) for every scene before calling gotoScene() for that scene (I’m now just calling loadScene() for every scene in main.lua). Then scenes work in iOS Simulator. Without that, scenes only work in Corona simulators. [import]uid: 25887 topic_id: 17828 reply_id: 105097[/import]
@RealHAndy
>Then scenes work in iOS Simulator
Whats the benefit of testing in iOS simulator and how do I do that? [import]uid: 13099 topic_id: 17828 reply_id: 105195[/import]
Also have a question about popups, how do I pass parameters from popup to the scene that initiated it when popup is closed? Is there any way to do that?
The only reason I would want popups it to make some choices and then pass these choices to the scene that initiated the popup. How does rest of you do it? [import]uid: 13099 topic_id: 17828 reply_id: 105196[/import]
I would appreciate any comments re my storyboard question I posted here. (unfortunely it does seem to be showing up in the forum list - weird)
https://developer.anscamobile.com/forum/2012/05/06/storyboard-multiple-scene-entersceneexistscene-occuring-whats-wrong-code [import]uid: 140210 topic_id: 17828 reply_id: 105209[/import]
@Nermion –
The iOS Simulator more closely simulates running on a real iOS device. Things like native text fields, media controls, etc. don’t work in the Corona simulator, so you can only test them on-device or in the iOS Simulator, and on-device testing is slow to set up and doesn’t provide debug feedback as easily.
On Macs, you can build to test on iOS Simulator as described here:
http://developer.anscamobile.com/content/building-devices-iphoneipad
in the section called “Building your App using Corona”. [import]uid: 25887 topic_id: 17828 reply_id: 106290[/import]
Ok Downloaded the latest build a few days ago (813). Now it seems that my app which has been in the app store for over a month is having issues with the build.
My app was setup to purgeAll when ever a new screen loads. Now, purgeAll seems to cause my app to crash when I return to the level select screen.
scene:enterScene does not seem to be loading when I visit a screen for the second time (or reload the scene). All the items removed on exitScene are not reloading if they are in enterScene.
What I am doing:
I have decided to use storyboard.purgeOnSceneChange since this is what I am trying to do. Do I need to state this in every lua file or can I just put it in my main.lua?
To get around the enterScene issue, I moved my code into createScene and it seems to run fine.
This does not seem right to me. Shouldn’t enterScene load anytime I go to a scene and createScene is only loaded when the scene has not been purged?
Thanks,
Richard
[import]uid: 25595 topic_id: 17828 reply_id: 106998[/import]
Okay I put:
storyboard.isDebug = true
storyboard.purgeOnSceneChange = true
in my main.lua and I see it is purging each scene. Love the debug mode. Still don’t see why enterScene is not running on reload… [import]uid: 25595 topic_id: 17828 reply_id: 106999[/import]
@rickyd1: Download the next build (after 2012.814) and see if you’re still having issues. There were some regression bugs fixed regarding storyboard.removeScene() and storyboard.removeAll(), and could have also had an adverse effect on purging scenes.
Once the build posts, download it and see if you’re still having issues with enterScene. If you still are, please submit a test-case that reproduces the issue ASAP so we can get the fix into the release candidate (if it does end up being a bug).
But please test to see if you’re having problems with build 2012.815 first, before submitting any bugs.
Thanks. [import]uid: 52430 topic_id: 17828 reply_id: 107000[/import]
Has the delay between scenes been fixed. I just updated my code and added in ‘willEnterScene’ and ‘didExitScene’ to my storyboard hoping to get that half second delay between scenes fixed. It doesn’t seem to be working. Did anyone figure what the problem was and how to rectify it? My scenes are very light also.
russell [import]uid: 75779 topic_id: 17828 reply_id: 107024[/import]
@Nermion wrote:
_Also have a question about popups, how do I pass parameters from popup to the scene that initiated it when popup is closed? Is there any way to do that?
The only reason I would want popups it to make some choices and then pass these choices to the scene that initiated the popup. How does rest of you do it?_
I add a table called settings to the storyboard object and I update fields in that table. For instance I use an Overlay to let the player select various settings. I then do:
storyboard.settings.musicOn = true
I then call my saveSettings() function to save the settings and close the overlay.
In the calling scene’s overlay closed event, I then just check the settings variables and react to them. [import]uid: 19626 topic_id: 17828 reply_id: 107049[/import]
Hi Jonathan,
I tested build 815 and it did not solve my problem with enter scene. I will try starting a new sample app and see if I can replicate the issue before submitting a test-case.
Thanks,
Rickyd [import]uid: 25595 topic_id: 17828 reply_id: 107256[/import]
@rickyd1: FYI - build 2012.818 fixes the enterScene issues when calling storyboard.reloadScene(). [import]uid: 52430 topic_id: 17828 reply_id: 107536[/import]
I’m having trouble with physics bodies when changing scenes in storyboard. I have physics bodies on two different scenes for example, one is a menu screen with swinging buttons on rope joints and the other has two blocks that can be pushed around with physics bodies. When I go from one scene to the next, the bodies on the menu for some reason push the bodies on the level with the two blocks. Then when I go back to the menu, the block’s bodies mess with the menu button’s bodies.
I know this because there are 5 hanging from 5 different ropes and only the ones that were on the same side as the blocks are being pushed around. If you would like me to post an example, I can. I’m having so much trouble with this. [import]uid: 114174 topic_id: 17828 reply_id: 107554[/import]
@Jonathan Thanks, buil 818 indeed did fix the issue. [import]uid: 25595 topic_id: 17828 reply_id: 107631[/import]
@Jonathan Thanks, buil 818 indeed did fix the issue. [import]uid: 25595 topic_id: 17828 reply_id: 107632[/import]
@robmiracle follow-up question:
when you do this in the popup:
storyboard.settings.musicOn = true
and also in the popup you probably do this:
local storyboard = require "storyboard"
won’t what you save in the storyboard.settings.music stay local to popup, so how would main scene get to those settings? how do you “save” them unless perhaps you define your storyboard as global so it can be accessed by all scenes?
[import]uid: 13099 topic_id: 17828 reply_id: 107843[/import]
Jonathan, can you answer @Nermion’s question? I can try to explain it, but I’m not sure I 100% understand the magic.
Let me try, but if I’m off base, someone explain it better to me…
When you do a:
local something = require(“something)” you are not getting a unique copy of the “object” (lack of a better term). You’re getting the same object, but it’s just local to module you’re accessing for it.
In other words, in this case, the single “storyboard” object/table/thingy is linked into each .lua file. So when you extend storyboard by adding methods and attributes (functions, variables) the one “storyboard” gets them, but the address for you to access them is localized to your scene
If you have 10 scene files that load storyboard, you don’t have 10 different copies of storyboard, only one accessed 10 times.
[import]uid: 19626 topic_id: 17828 reply_id: 108007[/import]