Well hello again,
So I have nearly finished my first game. Been a long and stressful process to become a developer, but with the support behind Corona I wouldn’t want to be anywhere else!
But here is my problem. I have a level based game, using LevelHelper. When the player hits something, gameover. So I move to a gameover screen:
local function bottomCol(event)
if(event.phase == "began") then
audio.stop()
print("collision did happen on bottom")
storyboard.gotoScene( "gameOver2" )
elseif(event.phase == "ended") then
onBottom = false
shouldResetLevel = true
end
end
And in the gameOver2 screen, you are prompted if you wish to try again, or go back to the menu.
If you press try again:
local function onTryTextRelease()
storyboard.gotoScene( "GamePlay.level2", "fade", 200 )
return true
end
So that should work, right? In the Corona Simulator it does. It resets the level, and you can play again. No errors, nothing. But if I build for iOS or iOS Simulator, it doesn’t work. I press “Try again” and the text disappears, but nothing else. Is this a bug? I have the latest everything!
Second issue:
local function jump()
if onPlat then
box:applyLinearImpulse(0, impulseUp, box.x, box.y)
audio.play(jumpSound)
elseif onPlat == false then
end
end
So that should be rather self-explanitory, user taps on button and impulseUp is a fixed value called, to maintain an equal impulse up.
if impulseUp \< -0.21 then
impulseUp = -0.21
end
I called this, because sometimes it would jump REALLY high, or not at all. After putting this in, it works perfect.
Now here os the problem: iOS or iOS Simulator, it doesn’t work. It jumps maybe 1/4 of what it should. Why? I would change the value, but why? Is this an issue?
I hope someone can give me some answers, I am hoping to get it out there soon!
Ryley N [import]uid: 28237 topic_id: 34205 reply_id: 334205[/import]