I can confirm the naming issue. IFF a character name starts with the 'c' prefix, then AGS will (for legacy purposes) define the preprocessor macro "NAME" (where "NAME" is the rest of the character's name, sans the 'c' prefix). View names are similarly made into macros, but lack any prefix. So a character "cName" and a view "Name" will actually conflict. Unless I'm mistaken, AGS's compiler actually has a "proper" preprocessor for macros in that it does a text replacement in your scripts. This would mean that it could be phased out of the editor altogether without negatively affecting legacy games. I'm not aware of anyone who has upgraded to current versions of the editor that is still relying on character name macros (typically used with the legacy character script functions).