That could work, but it'd be more of a hassle to do something like
+ System: Start of layout
-> System: Create object on layer at (X, Y)
for each and every object I want in the level, wouldn't it?
And since you seem to have tested it, if you do something like
Start Layout A
Create global objects on Layout A that are stored on Layout C
Go to Layout B
The global objects that were created on Layout A wouldn't still remain when you go to Layout B, would they? I'd assume they'd behave just the same as normal global objects, even if pulled from another layout.
[quote:3rc4hyz8]and then create/destroy them on screen whenever they are needed?[/quote:3rc4hyz8]
Are you suggesting I delete them upon leaving the layout? Whether you were or not, that was an idea that just popped into my head that I was gonna try.
In that case, having a seperate layout storing the global objects wouldn't be needed, would it? Just destroy all global objects on the event that tells the application to go to a new layout, right?
[quote:3rc4hyz8]I believe that is intentional.[/quote:3rc4hyz8]
But, wait, why would it be intentional? What benefit could that have? Right now, in my testing, I have a stage with all these global objects, which are items for the player to pick up. There's also an overworld map to select different stages. When I go to the overworld map, all the global objects from the previous layout show up on the overworld map, all in the exact same spots as they were on the previous layout.
After messing around with this a bit, I wonder why I should mark some objects as being global at all. At first, I assumed it would be easier to bring objects to other layouts, but you still have to copy and paste them into other-- And now the message board is glitching up.
You still have to copy and paste global objects into other layouts... Which makes me wonder why I should bother with marking them as "Global" in the first place. The only thing that really changes is that you can access those in other layout event sheets more easily. I guess the best reason would be to allow for levels that have doorways into other rooms. Have a player access a door, appear in another room, no need to copy and paste the player object where they would end up.
I gotta stop editing this message now, because the glitchery is driving me insane.