Loading images from files, creating sprites and objects dynamically, and constructing levels programmatically makes it a lot easier to change assets, since the Game Maker file doesn’t need to change whenever the asset changes. This prevents every change from becoming an error-prone two-step process. …if your main drawing tool is an external tool.
Resources Do not make the embedded drawing tool part of the pipeline
#Game maker change project name code#
Use a Development Standards DocumentĬompile and work from a development standards document to promote consistency across projects and between developers. Other resource folders should reflect the groups of the objects to which they belong, or be subdivided by their function. Generally, the object folder structure should follow the inheritance hierarchy, with further separation as necessary. Test_name_clash.gmk (19.2KB) Use folders to structure resources The following Game Maker file illustrates how name clashes can lead to bugs: Use postfixes instead of prefixes – this makes it easier to find specific objects in the object tree, and to read your code. To prevent this from happening accidentally, use postfixes to distinguish different types of game-elements (sprites, sounds, objects, rooms, and so on). It is possible (but incorrect) to give, for example, an object and sprite the same name. General Use postfixes to prevent name clashes Here are 60 things to make Game Maker projects more maintainable. This is of course true for any production environment, and there are many things you can do to tame the beast of scale. However, as a project becomes bigger, it becomes more difficult to find things, easier to break it, and generally harder to work on. Game Maker is a great tool it is especially suited for rapid development and small projects.