I have been looking through a number of examples for level building on 1 frame, and loading them in the game engine on the 2nd frame. All (or at least most I came across) of them I tested use the Array object. However, I found that most of the time, the "background" elements are still active objects in order to save the locations they are positioned on the level frame. On the game engine frame, all of the active background elements exist anyway.
So I was thinking. If the level structure are going to be active objects anyway, wouldn't be simpler to mark the level structures as global objects on their frame, save the ID's and X + Y positions of the objects in alterable values there, and have the engine frame just create those objects, and load everything from their X & Y positions? Or do the alterable values, flags of these objects somehow do not carry over to the next frame? If they are global objects, I would imagine every changed value of that object would remain that value when created on the game engine frame.
Correct me if I'm wrong, unless the Array object has other advantages for loading multiple levels on the game engine frame that can't be done with global object value checks.