The issue when you copy/paste child events in a group is still present and ruins EVRYTHING ! I've lost many hours of work just because of the copy/paste of an event with child events...
Thank you for the ideas.
Create objects from Global Event editor
Could you allow the creation of objects in the Global event editor even if the current frame it runs from does not have that object?
When you try to create an active object from the global event editor, the action will only be performed if the frame already has that object. If it does not then no object is created. In contrast, when you create an object in a Frames Event editor you can pick objects from other frames to create and the action will work.
If I can create objects in the same way from the global event editor I can easily bring in game objects from my template frame to all of my game frames.
The workflow for the developer would be:
1. Create a frame to use as the template
2. Create all the active objects in this frame, with global and behaviour events.
3. Create many frames as my game frames ensuring the Global Event editor is enabled for them
4. In the global event editor add the actions to create each global active object, picked from my template frame.
5. All the game frames that use the global event editor would now create the objects when the frame starts.
6. When I need to add a new game frame, I just create the frame as normal with the global event editor enabled, the objects are created automatically when the frame starts.
Template objects (parent and child)
Another idea I have had is a template 'parent' object. This object has a list in its properties. In this list you add active objects from a frame (pick them like you would in the Create event action).
Then create a 'child' template object. The property of this object is to specify the name of a parent template object. When the frame runs, the child template object would query the named parent and bring all the objects into the frame to use.
The advantage would be I would only need to add one child template object to every frame in my game and I can update the parent template object to add or remove objects as needed during development. Furthermore, I could create several parent template objects and chose which ones to use in any given frame.
Yves were you able to reproduce the spritesheet box mode export/import issue mfa i sent you, as it is still present in the last 2 builds.
This would be similar in experience to how the "global object" checkbox is now, which seems fine to me. If you want to do 100 objects at once, it's not a big deal: you just drag-select them, click the checkbox once, and it'll apply it to all 100 at once.
Also, many (most?) people probably won't have much use for this feature (I, for example, wouldn't use it except maybe for 1-2% of my objects). So you don't want to force those people to have to remember to uncheck a box every time they create an object just to disable a feature they never asked for, especially since the penalty for forgetting to do so may be potential bugs and resource wastage.
By the way, perhaps a useful additional feature would be to add a "select all automatically created objects" to the Frame Editor right-click menu (next to "select all instances of this object", "select all objects with a certain qualifier", etc.). That would let you quickly see which objects do and don't have this feature enabled without having to investigate them one by one.
Selecting multiple objects is fine in almost all cases, just draw a box, change your option and boom - done. But what I meant is if someone is retroactively activating this for their existing frames. It'd be tedious to find every object and click if they're not in a "pool" area outside of the playfield. If I were to have to go back and click on every object I wanted to activate this option for in my level, it'd be a whole BUNCH of clicking. My tiles are broken down into chunks and I can have hundreds of tiles alone for backdrops, let alone sprites. That's why I like the idea of an option to manually force all objects as global. But only if this is strictly for carrying over the objects to other frame/event libraries and doesn't automatically load them into memory at runtime.
Talking about the global objects, now only actives can sync settings over frames. However there are some limitations, hopes global object's sync could be split into different parts, e.g., only sync alterable values & only sync animations or display/runtime settings. For example, I have a megbox object, which should share the same UI over frames, but it will display different stuff in different sub systems (e.g., skill info or item info), so the alterable values are different, which stops me setting them global, and need to modify each object when I need to tweak UI.
BTW, maybe it's impossible in 2.5, can we set extension to "global" and sync it's settings & alterable values over frame? If I have some basic extensions in each frame, it's a bit annoying to sync the settings manually.