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 can be one of the following:
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.
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
One of the following or other as needed:
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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Created by Justyna Biała