I'm posting this here, because I don't know if it is a bug or not; or if there are already any plans to change it. Also it's more of a change than a feature request.
The issue I have with family variables is as follows:
If you have 2 sprite objects for example; and you give one a private variable; then you give this object a family, say blue; then you make the second object part of the blue family; construct makes you give the second object the private variable of the first object. This variable now counts as a family variable.
This seems badly organised. What I'd like is an object to be able to have it's own values, and the values of its families all separate.
The problem really arises when you need lots of Families with variables, and some objects belong to multiple families. In this case all the objects would end up having all the same values, most of which would be completely redundant. Not to mention that none of these objects can even have their own private variables.
So you have an enemy in the enemies family, and he has private variables telling him when he can move//whatever, then ALL enemies have to have these values assigned to them, whether they move in the same way or not. Also if he is in the takes damage family, EVERYTHING that takes damage, not only has all the variables attached to it that an enemy does, but also all the variables for the original enemy that moves about.
Family variables should be listed in the properties tree, either under the family name, OR, the family name and its variables should be listed under private variables.
Basically what I'm saying is that family variables should be tied to a specific family, and not just be counted as a family variable when one of the objects in a family has that variable.
I just don't want all my objects to have about 50 variables when they only need 5.
It's quite a subtle point so I hope I've explained it well enough heh.