Also wow I do not miss GM:S1 ui. It's only been a few months since I've seen it but I forgot how much nicer GMS:2 + light theme looks. I used the GM classic theme in 1.4 anyway. I have a thing for light based themes.
Run game > go to room 1 > create persistent buttons > go to room 2 > create some other persistent objects > go to main game room.Otherwise, the main game room would be full objects and impossible to manage.In this specific case, it's useful.It's best to create everything from code, not room "editor", but I was too lazy to get exact positions for objects. Or to not use objects for buttons at all. if point_in_rectangle(mouse_x, mouse_y…
YMMV obviously, but I've been burnt every time I've tried to use persistent intentionally. Persistent controller objects are great until you end up with weird bugs resulting from your persistent game controller ending up in a menu room, for example.
But I think we can all agree that solid is the truly evil one of those four checkboxes. :p
Yeah I mean you have to be careful you code properly to handle the controller in situations with different objects in different rooms :P Not necessarily 'easy' though I'll admit.
I still stand by my opinion that if you turn on advanced mode, drag & drop should disappear and all those checkboxes that can screw things up haha.
I use persistence for a few objects, only controllers though. There's what is effectively a pass-through room that dumps data and hud management objects into the world space, all of which are persistent.
Beyond that, buff and debuff controllers are persistent, and handle cleaning themselves up, so I don't much worry about it. Really, I get hit more from things not being persistent when I expect them to be than the other way around.That said, 99% of my objects are not persistent.
http://puu.sh/vUOsq/78e04d7f22.png
You broke the frontpage.Awesome.
The "persistent" property is dangerously useful.
Also wow I do not miss GM:S1 ui. It's only been a few months since I've seen it but I forgot how much nicer GMS:2 + light theme looks. I used the GM classic theme in 1.4 anyway. I have a thing for light based themes.Well, that wasn't very persistent glitch eheheheeh
Persistent objects: awesome in theory, awful in practice.
I actually use them in my CCG.
Run game > go to room 1 > create persistent buttons > go to room 2 > create some other persistent objects > go to main game room.Otherwise, the main game room would be full objects and impossible to manage.In this specific case, it's useful.It's best to create everything from code, not room "editor", but I was too lazy to get exact positions for objects. Or to not use objects for buttons at all. if point_in_rectangle(mouse_x, mouse_y…Persistent objects are great for groups of rooms for games, and for controller objects.
YMMV obviously, but I've been burnt every time I've tried to use persistent intentionally. Persistent controller objects are great until you end up with weird bugs resulting from your persistent game controller ending up in a menu room, for example.
But I think we can all agree that solid is the truly evil one of those four checkboxes. :pYeah I mean you have to be careful you code properly to handle the controller in situations with different objects in different rooms :P Not necessarily 'easy' though I'll admit.
I still stand by my opinion that if you turn on advanced mode, drag & drop should disappear and all those checkboxes that can screw things up haha.I use persistence for a few objects, only controllers though. There's what is effectively a pass-through room that dumps data and hud management objects into the world space, all of which are persistent.
Beyond that, buff and debuff controllers are persistent, and handle cleaning themselves up, so I don't much worry about it. Really, I get hit more from things not being persistent when I expect them to be than the other way around.That said, 99% of my objects are not persistent.