In gamemaker lite 51) file menu – merge A) creates an executable b) combines two
ID: 3907969 • Letter: I
Question
In gamemaker lite
51) file menu – merge
A) creates an executable b) combines two .gmk files
c) creates backup files d) executes the program in debug mode
52) In order for an object to fit correctly in the grid box in the room, we must define the grid box the same size of the object. How can we find the size of the object.
a) Object -. Properties b) Object - Events
c) Sprite – Properties d) Object – Actions
53) The following actions may avoid an object from getting stuck
a) defining the object fit inside the grid
b) check to see if object is aligned with the grid
c) make the grid size a multiple of the unit that you are moving your objects. For example, if the
grid size is 32, you may want to consider moving the object by units of 4 instead of 5.
d) check the bounding box of the sprite and modify it as appropriately
e) uncheck precise collision
f) all of the above
54) If we want a a collision to be considered when any -transparent part of the image touches another object, we set the bounding box to:
a) full image b) automatic c) manual
55) If we want a a collision to be considered when any part of the image touches another object, we set the bounding box to:
a) full image b) automatic c) manual
56) If we have an image of a tree and want the collision to be only when it touches the root, we set the bounding box to:
a) full image b) automatic c) manual
57) If we want to generate a number between 0 and 100 we use the following function
a) Generate (0, 100) b) Random (0, 100)
c) Generate (100) d) Random (100)
58) In the maze, every time the arrow is pressed in a different direction
a) we rotate the sprite
b) a different sub-image of the sprite was displayed
c) a different sprite was displayed
59) In the platform game, every time the arrow is pressed in a different direction
a) we rotate the sprite
b) a different sub-image of the sprite was displayed
c) a different sprite was displayed
60) For both packman and maze game, in what event that we draw the score
a) create b) step
c) Draw d) display
61) When the monster starts chasing packman, Why can’t we use the action moveToward (x, y) ?
Because moveToward will move in a diagonal while packman needs to move horizontal or vertical
MoveToward doesn’t have a depth variable.
MoveToward is just for the main player.
62) The following is true about local variables
a) You may have one variable per object
b) They are only visible inside that particular object. Some can be visible from other objects, but you must specify the object name first. Example: packman.x, packman.y
c) They can be built in or user defined
d) All of the above
63) Which of the variables below is a built-in global variable
a) can_shoot b) health c) global.monster3 d) vspeed
64) Which of the variables below is a built-in local variable
a) can_shoot b) vspeed
c) global.enemy1 d) health
65) Which of the variables below is a user-defined global variable
a) can_shoot b) health
c) global.enemy1 d) vspeed
66) Which of the variables below is user-defined local variable
a) can_shoot b) score
c) global.enemyStrength d) depth
67) The following are all examples of built-in global variables.
a) mouse_x, mouse_y, room_width, view_yview, lives, health
b) x, y, visible, depth, speed, direction, gravity
c) mouse_x, mouse_y, x, y, depth, speed, direction, solid
68) The following are all examples of built-in local variables.
a) mouse_x, mouse_y, x, y, depth, speed, direction, solid
b) visible, depth, speed, direction, gravity, solid
c) mouse_x, mouse_y, solid, room_height, view_xview, lives, health, score
69) Which of the following is true about constants
a) Constants are like variables, but they don’t change the value throughout the program
b) Constants are used to make your program easier to read and modify. We could instead of constants, use the actual value. For example, we could use the constant pi or the value, we could use the constant false or the value 0, we could use the constant true or the value 1.
c) All of the above
70) If we want an objet to move continuously in a triangle and another object to move continuously in
A square, we can do so contioulsy using
Hspeed and vispeed b) We use a path
c) We use a timeline (w/path) d) We use sound files
71) If we want an object to move for the first 10 seconds in a triangle direction, for the next five in a rectangular format and for the next 25 in a square, we can do so continuously using
a)Hspeed and vispeed b) We use a path
c) We use a timeline (w/path) d) We use sound files
78) If I want to design an animation where a shark gradually increases in size until it attacks a boad, I would want the image of the shark to be in:
a) Raster/Bitmap b) Vector
c) Matrix d) It doesn’t matter as long as the code is in Java
79) If I want to show the different types of soils of the globe and how it graduatlly changes, I would want my image to be in:
a) Raster/Bitmap b) Vector
c) Matrix d) It doesn’t matter as long as the code is in Java
80) If I want to draw a map that we have to zoom in and out, I would want the image of the shark to be in:
a) Raster/Bitmap b) Vector
c) Matrix d) It doesn’t matter as long as the code is in Java
81) Gamemaker sprites are associated with
a) Raster/Bitmap b) Vector
c) Matrix d) It doesn’t matter as the image is 32 by 32.
82) In the packman game, why didn’t we use the action MoveToward for the monster ?
a) It would go to fast b) It would go to slow
c) It would go in a diagonal
83) If you have just received a .gmk file of a game and you want to understand the game, you should do the following steps first ?
a) Go to help and look at the code of the enemies
b) Play the game and then look at the code of the main character
c) Start by looking at the Sprite, then look at the objects
84) Direction = 270 makes the object go
a) right b) left
c) down d) up
85) Direction = 360 makes the object go
a) right b) left
c) down d) up
86) Briefly describe how shooting works (two step process) ?
obj_gun when event Spacebarpressed creates obj_bullet,
obj_bullet when created moves in a direction
87) Briefly describe how jumping works (platform game) ?
obj_player when event Spacebarpressed moves obj_player (0, 4)
obj_player has a Step event which has an action that moves obj_player (0, -4) unless obj_player has an object beneath it (this step-action is known as "gravity")
88) List 2 events that occur automatically
89) List 2 events that are controlled by user input ?
Keypressed and mousepressed
90) Define what a game is and describe the important characteristics that make e game good.
A game is a structured form of play. A good game is characterized by its balance, fun, challenge, usability, and control. Some other, more specific characteristics might include immersion, open or closed-ness, narrative (linear or non-linear), character development, reliability, and reactivity (the ability for a game to interact with the player).
And above all a game has a main goal.
91) What is the main advantage of a vector file over a raster file ?
A vector file is stretchable and does not lose its visual quality because it is built on mathetmatical equations.
Explanation / Answer
51)file menu – merge
A) creates an executable b) combines two .gmk files
c) creates backup files d) executes the program in debug mode
51)D
52)C
54)B
55)C
56)A
57) D
60)A
81)A
82)A
84) C
85)B