Sounds good I’ll hold off on major changes like that for now
I have converted a game from storyboard to composer before and it’s really quite easy. I’m just generally afraid of messing with stuff like that if I can help it, so I’ll hold off for now.
I’m not sure why removing newText would help though? That would be a much bigger job for me than switching to composer.
I suspect that display.newText() is the issue because it has special handling on WP8. That and the OmNomster app which uses storyboard and which doesn’t use display.newText() anywhere (completely uses bitmap fonts) doesn’t have this problem. So, that’s our working theory as part of the cause.
I Can also second that a lot of problems are caused by text updates while doing scene changes or resuming from suspend mode (IE after a full screen ad or while loading several banner ads)
If you were to put a delay on any screen changes, removing etc, resuming app suspend or anything or make the text update first just as long its not the same time., even 2 seconds gap then see if the problem still happens?
I’m not so sure it is related to .newText() because my app uses pure bitmap fonts and the sample project I made that exhibits the glitch also does not use .newText()
Are you still using widget buttons? Because those use display.newText() internally. Even if you don’t set a label. (Remember I made an optimization for you for label-less buttons.)
I’m not using corona widget buttons either. I made my own buttons that use bitmap font text.
I don’t suppose this is happening after a full screen admob is it?
Nope. It happens whether ads are in the app or not.
Based on my current findings, this issue happens when displaying a static screen (no animation or movement) after removing an image and then display a new image object or after updating a text object. It’s a bit more complicated than that, but it’s much more likely to happen on static screens.
I believe I have a fix for this now, but I’ll have to run it through a gauntlet of tests tomorrow to make sure it works and doesn’t break anything else. If all goes well, we’ll make this fix available in a daily build by Monday (but hopefully sooner). Thanks for your patience.
Maybe that is connected to the problems I was having as well as I had hid a menu screen background while unhiding some buttons, all with alpha pngs, which revealed the normal background underneath. I also had text updating but perhaps this threw a spanner in the works.
Everyone,
A fix to this issue will be made available in daily build #2484 in the next couple of days here…
Awesome! Just curious, what was the issue?
This issue only happens when suspending/resuming on static screens (no animations; no movement) and only after you’ve updated a text object or removed an image object and display a new one. It’s a little more complicated than that, but that’s typically the cause of it. That’s also why you won’t see this issue during gameplay.
Anyways, if you can quickly confirm it on your end when the next daily build comes out, then that would be great!
Awesome work. Thanks Joshua!
Congratulations!
I just downloaded it and played it now. Very nice app! And I hope you had a good experience putting together on WP8.
By the way, I play a similar anagram style game on my iPhone. It’s actually my most played game for the past several years. I like puzzle/word games.
Congrats Spacewolf. We shared the game on Facebook and Bobby Ghari asked if you used a bitmap font library for the timer display.
If you don’t mind giving him a few pointers, you can share your experience here, https://www.facebook.com/CoronaGeek/posts/736019049778967?comment_id=736079253106280&offset=0&total_comments=1
I have the game on my Nokia and it plays great. As soon as I get the device registered with the app store, I’ll leave a review.
Thanks in advance.
Thanks guys and thanks for the post! I don’t mind at all sharing my experience. I’ll reply as soon as I can