Hi, as a C++ / C# / Java Programmer I struggle a bit now when I want to refactor some stuff from my first Test Project with GMS2... I tend to break my head when it's better to use composition and when it's better to use parenting in Game Maker... In other languages I can just implement multiple interfaces for different Game Objects but with Game Maker I am scared to decide what code to put where now... Because if I use parenting very heavily but all of the sudden need some different logic for some childs... I can only turn of the complete inherited logic or run it... And with that there could be multiple overrrides of variables which are maybe already handled with instance_creations in parents... or some order issues... My current problem... OBJECTS obj_player -- Uses hurtable_entity & movement_entity component, has lifepoints, has own loot drop logic, uses own state machine obj_enemy -- hurtable_entity & movement_entity, has lifepoint, has own loot drop logic obj_bat -- uses own state machine obj_skeleton -- uses own state machine obj_destroyable -- Uses hurtable_entity component, has no lifepoints, blocks movements, has a own multi loot drop logic obj_grass -- does not block movements obj_bush obj_tree -- But this one turns off the destroyable... obj_hitbox -- all objects which use hurtable_entity use this with a collision event obj_projectile -- movement_entity obj_arrow COMPONENT SCRIPTS (initialises or use Variables and control behaviour relative to that) movement_entity -- speed, direction, friction, bounces hurtable_entity -- for example isInvincible, invincible_time, canHitBy It's pretty hard to explain but I just tried to give a realy simple overview... For example I think of just making player, destructable and enemy a child of a new object like obj_game_object but I am scared if some childs need other behaviour later that I break everything for them because event_inherited is not called anymore :/ Do you guys have some examples, what good fits are for parenting and what are not?