Object naming standard

"NAME FROM GENERAL TO SPECIFIC"

As a rule of thumb, name from general to specific: "sky_dark" is goes from general (sky) to specific (it is dark).
Avoid naming from specific to general: "dark_sky" - don't do this!

type_name_animation-name_frame#.png

type

Type can be one of the following:

bg - background
wall - wall
unicorn - the unicorn (player)
monster - enemy
laser - image used for damage objects that bounce up and down
missile - missiles, such as fireballs, arrows, bubbles
explosion - explosion
bomb - bombs display
goal - one of the treasures/goals (ruby, crown, key)
powerup - treasures, arrows

If a type doesn't fit any of the descriptions above, check to see if someone has already made up a new type. If they haven't, make one up, and use it consistently. Get new type names documented as part of the spec.

name

Mame has great flexibility. Here are some examples that have been used before:

  sky
  water
  sparks
  spikes
  wind
  bubbles
  blue
  white
  cloud
  coral
  dirt
  grass
  lava
  stallagmites
  stone
  weeds

Example of different names for simmilar tile sets:

  bg_sky_dark.png
  bg_sky_light.png
  bg_sky_glow_evil.png
  bg_sky_glow_holy.png

animation-name

One of the following or other as needed:

An example

Let's go through the simple example. Let's say we want to make an animation of a creature called 'blue bird'.

We need to give the proper names to all images that are included in the animation.

Each file should start from:
monster_bird_blue_* prefix. Not 'blue_bird'!

Our bird can fly in two directions - it is horizontal traveller and flies form left side of the map to the right side and so on. It needs to have two sets of animations - for each direction.

That's why after the prefix we have to put the char definig the direction of the movement. The new prefix would look like: monster_bird_blue_l_*
and
monster_bird_blue_r_*

animation usually consists on more than one frame. Each frame of animatinon should be numbered from 1 to N or from 0 to N. That's no so rellevant, but the final effect should look like that:

monster_bird_blue_l_00.png  monster_bird_blue_r_00.png
monster_bird_blue_l_01.png  monster_bird_blue_r_01.png
monster_bird_blue_l_02.png  monster_bird_blue_r_02.png
 ...					...
monster_bird_blue_l_N.png   monster_bird_blue_r_N.png

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