Ok! On start destroy all none used objects which reduces load and increases sys speed.
If player is over tiledbg or overlapping trigger (sys create) objects at (area location)
The only ones you don't destroy are ones that use persist as they store interactions
such as in my Maniac Mansion Clone the Doors remember if they are open or closed.
and Items in the interactive Inventory remember if I have collected them or used them.
so if I leave the area of the screen they do not display where they started in the game, But where I last left them.