1.
What causes the action in your game, and in all games made with GameMaker?
Correct Answer
B. Events
Explanation
In GameMaker, events are what cause the action in the game. Events are triggered by specific conditions or actions, such as pressing a certain key or colliding with an object. These events then initiate the corresponding actions or behaviors programmed in the game. Therefore, events play a crucial role in determining the flow and interactions within the game, making them the primary cause of action in GameMaker and all games made with it.
2.
What is the difference between a sprite and an object?
Correct Answer
B. A sprite is an image, while an object has behavior.
Explanation
A sprite refers to a graphical image or character that can be displayed on a screen, typically used in video games or animations. It is essentially a visual representation. On the other hand, an object not only includes the visual aspect (sprite) but also encompasses the behavior and functionality associated with it. An object can have properties, methods, and events that define its actions and interactions within a program or game. Therefore, the key difference lies in the fact that a sprite is solely an image, while an object includes both the visual representation and its associated behavior.
3.
Which event do you use to check if an object has encountered another object?
Correct Answer
C. Collision
Explanation
The event that is used to check if an object has encountered another object is the "Collision" event. This event is triggered when two objects in the game come into contact with each other. It allows the programmer to perform specific actions or execute code when a collision between objects occurs. This event is commonly used in games to detect when characters or objects collide with each other, enabling the implementation of various gameplay mechanics such as scoring, damage calculation, or object interactions.
4.
An object's position on the screen is identified by its - .
Correct Answer
A. X,y coordinate
Explanation
The position of an object on the screen is identified by its x and y coordinates. The x coordinate represents the horizontal position, while the y coordinate represents the vertical position. By specifying the values of these coordinates, we can accurately determine where the object is located on the screen.
5.
If you want an object to be seen in the game, which property would you select?
Correct Answer
B. Visible
Explanation
In order for an object to be seen in the game, the property that needs to be selected is "visible". This property ensures that the object is rendered and displayed on the screen for the player to see. It is responsible for making the object appear in the game environment and allowing it to be interacted with visually.
6.
To create the size (demensions) of the room in a game, you input its:
Correct Answer
B. Height and width
Explanation
To create the size (dimensions) of the room in a game, the input required is the height and width. The height represents the vertical measurement of the room, while the width represents the horizontal measurement. By providing these two values, the game can accurately determine the size and proportions of the room, allowing for proper rendering and gameplay mechanics. The other options mentioned, such as perimeter, shape, and background size, do not directly determine the dimensions of the room.
7.
The angle of movement for an object in your game can be between:
Correct Answer
D. 0 and 360 degrees
Explanation
The angle of movement for an object in the game can be between 0 and 360 degrees. This means that the object can move in any direction, from east (0 degrees) to north (90 degrees) to west (180 degrees) to south (270 degrees) and back to east (360 degrees). This range allows for full circular movement and provides the most flexibility for controlling the object's motion in the game.
8.
Why would you want to create a variable in your game?
Correct Answer
B. If you want to store information to use later in the game
Explanation
Creating a variable in a game allows you to store information that can be used later in the game. This is useful for keeping track of player scores, inventory items, game progress, or any other data that needs to be remembered and accessed throughout the game. By storing information in a variable, you can manipulate and use that data as needed to enhance gameplay and provide a more dynamic and interactive experience for the player.
9.
What does this icon refer to?
Correct Answer
A. Sprite
Explanation
This icon refers to a sprite. A sprite is a graphic object that can be moved or animated on a screen. It is commonly used in computer games and other interactive applications to represent characters, objects, or other visual elements. Sprites can have various properties and behaviors, such as position, size, and animation frames, which can be controlled and manipulated by the program or game engine.
10.
When you create an alarm action, you are:
Correct Answer
A. Counting down to make an alarm event happen
Explanation
When you create an alarm action, you are setting a timer or countdown for a specific event to occur. This means that you are counting down to make that event happen at a predefined time or after a certain duration. The alarm event will be triggered once the countdown reaches zero, and the associated action will be executed. This allows you to schedule and control events or actions in your program or game based on specific timing requirements.