Forgive the noobness of the question. What is the fundamental difference between Events and Behaviors? They seem to be the same thing, but I find it hard to believe that Click Team would put in a redundant tool. Anyway, my other question is what do you guys (meaning more experienced clickers) use behaviors for?
We don't have them in TGF, and honestly have no idea how they fit into the architecture. Like are behavior events just added to the bottom of the event editor stack or what? Seems really odd
I dunno, I find them quite useful. Like I said they work wonders if you have lots of frames and just want to modify one (global) object. If you're running a game from 1 frame then they're pretty useless. Same for if the object isn't global. I think.
I use them for specific things that do stuff mainly for that object and that object only. Say for example putting a bunch of variables to a character such as movement variables or visibility variables. Just don't rely on them to often, because it's not so much the performance of your game that will suffer, but the fact that if you get carried away, you'll most likely find yourself doing more searching then programing.
One major thing about behaviors that I found extremely helpful in terms of tediousness would be specifically with things such as sensors. With sensors, you frequently find yourself renaming sensors and doing everything like 4 to 8 times for each sensor. With a behavior, you only need to do it one time, and then you can copy and paste behaviors to other sensors. Because in behaviors, events that refer to a parent object, refer to object as "Self". This means that if you copy events from Left sensor and everything in those events are all Left sensor, over to right sensor. All the left sensors change to right sensor.
Hope this wasn't to confusing.
Good:
Easy way to organize events
Good for multi frame applications (Just drag the object on the screen and He'll have all his events)
Bad:
No qualifiers allowed
I don't know if they happen before or after the frame events, or which objects events get to go first
Might be more difficult to make a custom pause screen