Picture's worth a thousand words?
<img src="http://dl.dropbox.com/u/20459682/tilebg_clone.png" border="0">
The copy of the message window you see was not created in events or by manual placement in edit time. It just... shows up. Capx!
I can't figure it out. I know it's not one of the other windows that I have hiding in the HUD (and they all exhibit the same cloning behavior) because I've tried deleting the others, and it only happens when the window of a certain type is called. It's also cloning the font object (duh!). For whatever reason the HUD at the bottom does not seem to be cloned. I'm not sure if I'm doing something wrong (I figured I'd try to figure that out before screaming "BUG!"), but I certainly can't figure out what.
The windows are never destroyed, they're just made visible and invisible. The fonts are also never destroyed, their strings are just filled and cleared. And I know I don't create them via events. Oy oy oy...
Also, as a somewhat related aside, WindowWidth/Height expressions return the actual WindowWidth/Height (which can be useful for sure) but in Fullscreen Scale it can be problematic trying to place objects as the "resolution" doesn't seem to be taken into account anywhere. I was wondering if there's a way to retrieve the width of the screen more accurately for lower resolution games, as the anchor behavior doesn't quite fulfill my needs for dynamic window positioning at such a low resolution. Something like WindowWidth/Height, but better suited for low res games.