To be honest I'm still trying to wrap my head around the proper use of structs/functions and constructors for this. For example in C++ or C# for any of the objects we create we can just create a constructor for that class, pass in our values through that and return the object created to the variable we assign it. In GameMaker it doesn't really appear you have that since if you define a traditional object, you can't define it's own create function that's part of the object. Unless that's where structs now come into play and instead of using traditional objects, we're only using a few of those while the rest are being created as light weight objects. For example, you have a Master Controller in the scene and in the create step you define all the structs for the objects you want in that scene with their functions and the initialize those and then call their update function in the step event etc.... Don't take this as any criticism, I'm just looking for a better structural understanding of what games would look like in 2.3.