That's basically how I set out my frame editor Andy
I try and name every object (including backdrops) aswell. I've never really thought about making it look neat, to me it's neat as long as no offscreen objects are overlapping, and sometimes if they're organised into specific groups like "backdrops" or "collectibles" or "level editor extensions".
Originally Posted by X_Sheep I just have a giant Run Application button (Image + Text). And I also place an Object Properties button in the toolbar, so I don't have to right-click an object every time.
Edit:
Originally Posted by BrandonC I name all my actives.
Active
Active 2
<__<
Those don't count, because they're nothing but watermark labels on locked layers, that don't have any events to them. I keep them there because when I distribute tests of my game, the logo is to reassure that it's nothing but that, a test and of what, and the version of it.
Well, there's barely anything in the frame. The only things outside the frame are objects that exist from the beginning of a level, my collection of extensions, and several in-progress objects that aren't yet ready to be in the game. And I always name my objects categorically.
Also, for some reason, a non-present object that I try to create (via an event) relative to another non-present object will occasionally show up in the upper-left corner of the frame. But if I delete them, it'll remove the object entirely. Hence the pile of green stuff with the spider on top.