Naming Conventions in GameMaker

A naming convention is a set of rules for choosing the name to be used for the different assets and variables in your project.

Why Do We Use Naming Conventions in GameMaker?

Using a naming convention for your assets and in GameMaker is important, especially as your projects get larger. It helps organization, keeps things consistent, and keeps your project feeling clean. Every asset name has intent when you stick with a naming convention.

Improved Organization

  • Clarity and Structure: By default, GameMaker puts assets in alphabetical order into the Asset Browser. Following a prefix naming convention groups the same kinds of assets together so you’ll be able to find them easier.
  • Scalability: Naming new assets is easy because there’s an existing standard of how it should be named without causing confusion.

Improved Readability

Good code isn’t just functional– it’s readable. When you follow naming conventions, your projects are clean and make sense.

  • Clear Distinction: When you follow a naming convention, you can tell one asset apart from another. especially in code. If you have spr_house and obj_house, it’s clear that one is a sprite and one is an object, though they both share the name “house”. In GameMaker, you won’t be able to have both a sprite an and object just named “house”.

Better Collaboration

  • Consistency: Consistent naming conventions means everyone’s aligned. The style belongs to the project, not to the developer. Different parts of the game can be developed simultaneously, but
  • Easier Onboarding: Developers not as familiar with your project can easily discern assets in code by following your naming conventions. Assets are easy to find, and new variables are easy to name.

Naming Convention Examples

Here are some examples of the naming conventions that we personally use in GameMaker. You can use these if you’d like, or make up your own, but it’s important to be consistent!

Animation Curve

ac_animation_curve_name

Sprites

spr_sprite_name

Tile Sets

ts_tile_set_name

Timelines

tl_timeline_name

Sounds

snd_sound_name

Particle System

ps_particle_system_name

Paths

pth_path_name

Scripts

scr_script_name

Sequences

seq_sequence_name

Shaders

shd_shader_name

Fonts

fnt_font_name

Objects

obj_object_name

Variables, Arrays, Functions

variable_name
array_name
function_name

Local Variables

_local_variable_name

Macros

MACRONAME

Rooms

rm_room

Structs

Struct_Name

Wrap Up

Naming conventions aren’t just nice to have– they’re a must for keeping your project organized, efficient, and scalable. By using consistent naming for your assets and scripts, you’ll save time, reduce errors, and make your game development process more streamlined.

In the end, naming conventions are an important piece to the puzzle that is keeping your project clear, well-maintained, and scalable.

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