You can define variables using a... well... variable definition window attached to objects. This is awesome because it allows you to manipulate the variables in child objects in a simplified way and avoid having to make a create event + script for every new object full of variable definitions. (I should note that doing this still _works_ and is fine obviously.)
Parenting itself has also just gotten a nice upgrade, you can see exactly which events are being inherited now and manually specify to overwrite them which demystifies the workings of the system a great deal.
So my next platformer part will be touching on these things a bit, to clue everyone in to the new cool ways you can do things as well as introduce the very important concept of object parenting. We'll do this by creating a new enemy type based on our original, without having to create a single new script!