Gamer Maker Glossary - Murrieta Valley Unified School District



Gamer Maker Glossary

Terms

• Sprites: Two-dimensional bitmap images drawn on a transparent background that are used to represent objects during game play. For example, in a Pac-Man game, sprites would be used to represent Pac-Man and the ghosts that chase him. Sprites can consist of any number of images that are used to generate animation.

• Objects: A logical representation of an item in a computer game. Objects provide the basis for creating things like ships, tanks, monsters, etc. Resources in games that you control and interact with what playing.

• Instances: the representation of an object within a computer application. One or more instances can be created for each object in a game. Instances are generally, though not always, represented by sprites.

• Scripts: Collections of code statements that outline the programming logic that controls the operation of object instances within games.

• Rooms: An area within a game where sprites interact with one another as the game is played.

• Backgrounds: A graphic image used to decorate a room and provide it with appropriate background scenery. Backgrounds can be tiled or stretched as necessary to fill a room.

• Sounds: audio files (wave and midi files) played when events occur during game play or played as background music in order to provide the game with appropriate atmosphere.

• Paths: A predetermined directions and course along which are played.

• Fonts: Definitions that specify the type, size, and other attributes of the fonts used to display text in games.

• Time Lines: Timers that execute predefine actions at predetermined intervals during game play.

Move Actions

|Category |Icon |Action |Description |

|Move | |Move Fixed |Moves an instance in one of a |

| | | |number of predefined directions |

|Move | |Move Free |Moves an instance in a specified|

| | | |direction |

|Move | |Move Towards |Specifies a position and speed |

| | | |an instance should move toward |

|Move | |Speed Horizontal |Sets the speed of an instance as|

| | | |it moves horizontally |

|Move | |Speed Vertical |Sets the speed of an instance as|

| | | |it moves vertically |

|Move | |Set Gravity |Specifies the direction and |

| | | |speed at which gravity affects |

| | | |an instance |

|Move | |Reverse Horizontal |Reverses the horizontal |

| | | |direction of an instance |

|Move | |Reverse Vertical |Reverses the vertical direction |

| | | |of an instance |

|Move | |Set Friction |Applies friction to an instance |

| | | |as it moves |

|Jump | |Jump to Position |Jumps an instance to a specific |

| | | |location |

|Jump | |Jump to Start |Jumps an instance to where is |

| | | |was created |

|Jump | |Jump to Random |Jumps an instance to a random |

| | | |location within a room |

|Jump | |Align to Grid |Ensures that instance’s location|

| | | |is kept in alignment with the |

| | | |rooms grid |

|Jump | |Wrap Screen |Moves an instance exiting one |

| | | |side of the room to the other |

| | | |side of the room |

|Jump | |Move to Contact |Moves an instance until it |

| | | |collides with another instance |

|Jump | |Bounce |Bounces an instant away from |

| | | |another instant when a collision|

| | | |occurs |

|Paths | |Set Path |Instructs an instance to follow |

| | | |a specific path |

|Paths | |End Path |Instructs an instance to stop on|

| | | |its specified path |

|Paths | |Path Position |Changes an instance’s position |

| | | |on a path |

|Paths | |Path Speed |Modifies the speed at which an |

| | | |instance moves along a path |

|Steps | |Step Towards |Instructs an instance to move |

| | | |toward a position on a path |

|Steps | |Step Avoiding |Moves an instance along a path |

| | | |while attempting to avoid any |

| | | |obstacles that may be in the way|

Main1

|Category |Icon |Action |Description |

|Objects | |Create Instance |Creates a new instance of a |

| | | |specified object |

|Objects | |Create Moving |Creates a new object, assigning |

| | | |it a speed and direction |

|Objects | |Create Random |Creates an instance using a pool|

| | | |of 1 to 4 objects at specified |

| | | |location |

|Objects | |Change Instance |Changes the current instance of |

| | | |an object into an instance of |

| | | |another object |

|Objects | |Destroy Instance |Destroys an instance of an |

| | | |object |

|Objects | |Destroy at Position |Destroys any instances within a |

| | | |specified area |

|Sprite | |Change Sprite |Changes the sprite or subimage |

| | | |used to represent an instance |

|Sprite | |Transform Sprite |Changes the size and orientation|

| | | |of an instance |

|Sprite | |Color Sprite |Changes a sprite’s color by |

| | | |blending its colors with a |

| | | |specified color |

|Sounds | |Play Sound |Plays a specified Sound resource|

|Sounds | |Stop Sound |Stops playback of a specified |

| | | |Sound resource |

|Sounds | |Checks Sound |Checks to see if a sound |

| | | |resource |

|Rooms | |Previous Room |Moves to the game’s previous |

| | | |room |

|Rooms | |Next Room |Moves to the game’s next room |

|Rooms | |Restart Room |Restarts a room back to its |

| | | |initial state |

|Rooms | |Different Room |Move to specified room |

|Rooms | |Check Previous |Checks to see if a previous room|

| | | |exists |

|Rooms | |Check Next |Checks to see if the next room |

| | | |exists |

Main 2 Action

|Category |Icon |Action |Description |

|Timing | |Set Alarm |Sets one of twelve alarm clocks |

| | | |for an instance |

|Timing | |Sleep |Pauses a scene for a specified |

| | | |amount of time |

|Timing | |Set Time Line |Assigns a timeline to an |

| | | |instance |

|Timing | |Time Line Position |Sets or modifies the positions |

| | | |within a timeline |

|Info | |Display Message |Displays a text string in a |

| | | |dialog window |

|Info | |Show Info |Displays game information in a |

| | | |window |

|Info | |Show Video |Plays a video |

|Game | |Restart Game |Restarts a game |

|Game | |End Game |Terminates a game |

|Game | |Save Game |Saves the current status of a |

| | | |game |

|Game | |Load Game |Loads game status for a |

| | | |previously saved game |

|Resources | |Replace Sprite |Replaces a sprite with an image |

| | | |form a graphic file |

|Resources | |Replace Sound |Replaces a sound with a sound |

| | | |loaded from an audio file |

|Resources | |Replace Background |Replaces a background with an |

| | | |image loaded from a graphic file|

Control Actions

|Category |Icon |Action |Description |

|Questions | |Check Empty |Determines if an instance would |

| | | |generate a collision if placed |

| | | |in a specified location |

|Questions | |Check Collision |Determines if a collision has |

| | | |occurred |

|Questions | |Check Object |Determines if an instance has |

| | | |come into contact with another |

| | | |specified instance |

|Questions | |Test Instance Count |Counts the total number of |

| | | |instance for specified object |

|Questions | |Test Chance |Generates a random value by |

| | | |rolling a virtual die |

|Questions | |Check Question |Interacts with the player by |

| | | |displaying a text string and |

| | | |prompts the player to click on |

| | | |Yes or No button |

|Questions | |Test Expression |Evaluates an expression and |

| | | |executes the next action if the |

| | | |expression evaluated as being |

| | | |true |

|Questions | |Check Mouse |Determines whether a mouse |

| | | |button is being pressed |

|Questions | |Check Grid |Determines whether an object is |

| | | |evenly aligned with the grid |

|Other | |Start Block |Specifies the beginning of a |

| | | |block of actions |

|Other | |Else |Executes the next action when |

| | | |the results of the previous |

| | | |evaluation proves false |

|Other | |Exit Event |Stops the execution of actions |

| | | |for the current event |

|Other | |End Block |Specifies the end of a block of |

| | | |actions |

|Other | |Repeat |Repeats the execution of one or |

| | | |more blocks a specified number |

| | | |of times |

|Other | |Call Parent Event |Calls an event within a parent |

| | | |object |

|Code | |Execute Code |Executes GML code typed into the|

| | | |action form |

|Code | |Execute Script |Executes GML code stored as a |

| | | |script |

|Code | |Comment |Ads a comment line to the action|

| | | |lists, displays text in italic |

|Variables | |Set Variable |Creates a variable and assigns a|

| | | |value to it |

|Variables | |Test Variable |Evaluates the value assigned to |

| | | |a variable |

|Variables | |Draw Variable |Draws the value assigned to a |

| | | |variable |

Score Actions

|Category |Icon |Action |Description |

|Score | |Set Score |Sets or changes the player’s |

| | | |score |

|Score | |Test Score |Evaluates the value of the |

| | | |player’s score |

|Score | |Draw Score |Draws the value assigned to the |

| | | |players score |

|Score | |Show Highscore |Displays the top ten scores for |

| | | |the game |

|Score | |Clear Highscore |Clears out the values stored in |

| | | |the highscore list table |

|Lives | |Set Lives |Sets or changes the number of |

| | | |lives the player has in one game|

|Lives | |Test Lives |Evaluates the value of lives the|

| | | |player has left in one game |

|Lives | |Draw Lives |Draws the number of lives the |

| | | |player has left in one game |

|Health | |Set Health |Sets or changes the players |

| | | |health |

|Health | |Test Health |Evaluates the value of the |

| | | |players health |

|Health | |Draw Health |Draws the value assigned to the |

| | | |players health |

|Health | |Score Caption |Allows you to specify whether |

| | | |game maker should display the |

| | | |players score , lives, and |

| | | |health in the game windows title|

| | | |bar |

Extra Actions

|Category |Icon |Action |Description |

|Particles | |Create Part System |Creates a particle System |

|Particles | |Destroy Part System |Destroys a particle system |

|Particles | |Clear Part System |Clears out any currently |

| | | |displayed particles |

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Draw Actions

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