Early findings - Or how is best to start small

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I stuck upon something these days that I'm very grateful of having found now other then later, as I'm very keen to go back to some older project I made and complete them to what I may consider a full game, in my case Heart Commando wich would be the most complex and A Wild Sprite wich has been the most successful one with over 300 download and plays across the board.

What I found is a really simple problem that came out while making close room to be able to be entered back and forth, this is a really small problem if a game has not that much of a scale, Game maker studio permanent room is just a checker that once you have given that propriety to the room it become permanent and all the things that are found, killed or used remain in that state upon rentering the room. But this built in feature creates a lot of issues if used for many rooms and for a big game. Is usually better to give every instance(door, pickup object, enemy that you don't want to respawn) an id or use the one that Game Maker give to the instance once you drop it in the Room Editor.

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I think I have been lucky to find out a solution right now instead of trying to get back in making those other games, it would have been such an headache building a big world and then having it hampered by this problem. Now it's still not the best solution as that would probably be having an array system going on that can make and look much more elegant and enclosed then the one I have but I'm finding really easy to detect specific instances using the global.VARIABLE checked by a persistent invisible object.

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What doesn't feel to good about this solution is to have the check in the Player Object Step event as it make it eventually pretty big and can end up slowing down the other process.

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As you can see under ///DOOOOOORS(sorry for my naming convention 😂) there's already quite a bit of code and that's only with three doors/key. My solution for now is to migrate everything to the Obj_global and make it so that it follows the player when the player exist and do itself all the door/key code so that the player Step event is freed up again.

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Hope it's gonna be useful for other gamedev and have a good new week/year!!😺


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