My understanding is that GMS 1 had a 'delete underlying' toggle that would prevent you from accidentally stacking objects on top of each other when placing them in the room. However, it seems this was tossed out in GMS 2.
I found an old topic on the subject suggesting using this line of code:
to delete any accidentally-stacked objects. And this works well enough.
But I hate the idea that my game could be full of stacked objects that are always being called and then deleted at the beginning of each stage. I could of course add some more code to the above example, maybe I could color nodes in that If statement so I can identify and weed out any stacked instances.
IDK, it's been over 3 years since that old thread was made - is there really no way to just tell GameMaker not to allow me to accidentally do this in the first place?
I found an old topic on the subject suggesting using this line of code:
GML:
if (place_meeting(x, y, object)) instance_destroy();
But I hate the idea that my game could be full of stacked objects that are always being called and then deleted at the beginning of each stage. I could of course add some more code to the above example, maybe I could color nodes in that If statement so I can identify and weed out any stacked instances.
IDK, it's been over 3 years since that old thread was made - is there really no way to just tell GameMaker not to allow me to accidentally do this in the first place?