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Gamer Maker Glossary

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Gamer Maker Glossary
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
Move
Icon
Action
Move Fixed
Move
Move Free
Move
Move Towards
Move
Speed Horizontal
Move
Speed Vertical
Move
Set Gravity
Move
Reverse
Horizontal
Move
Reverse Vertical
Move
Set Friction
Jump
Jump to Position
Jump
Jump to Start
Description
Moves an instance
in one of a
number of
predefined
directions
Moves an instance
in a specified
direction
Specifies a
position and
speed an instance
should move
toward
Sets the speed of
an instance as it
moves
horizontally
Sets the speed of
an instance as it
moves vertically
Specifies the
direction and
speed at which
gravity affects an
instance
Reverses the
horizontal
direction of an
instance
Reverses the
vertical direction
of an instance
Applies friction to
an instance as it
moves
Jumps an instance
to a specific
location
Jumps an instance
Jump
Jump to Random
Jump
Align to Grid
Jump
Wrap Screen
Jump
Move to Contact
Jump
Bounce
Paths
Set Path
Paths
End Path
Paths
Path Position
Paths
Path Speed
Steps
Step Towards
Steps
Step Avoiding
to where is was
created
Jumps an instance
to a random
location within a
room
Ensures that
instance’s location
is kept in
alignment with
the rooms grid
Moves an instance
exiting one side of
the room to the
other side of the
room
Moves an instance
until it collides
with another
instance
Bounces an instant
away from
another instant
when a collision
occurs
Instructs an
instance to follow
a specific path
Instructs an
instance to stop on
its specified path
Changes an
instance’s position
on a path
Modifies the
speed at which an
instance moves
along a path
Instructs an
instance to move
toward a position
on a path
Moves an instance
along a path while
attempting to
avoid any
obstacles that may
be in the way
Main1
Category
Objects
Icon
Action
Create Instance
Objects
Create Moving
Objects
Create Random
Objects
Change Instance
Objects
Destroy Instance
Objects
Destroy at
Position
Sprite
Change Sprite
Sprite
Transform Sprite
Sprite
Color Sprite
Description
Creates a new
instance of a
specified object
Creates a new
object, assigning it
a speed and
direction
Creates an
instance using a
pool of 1 to 4
objects at specified
location
Changes the
current instance of
an object into an
instance of
another object
Destroys an
instance of an
object
Destroys any
instances within a
specified area
Changes the sprite
or subimage used
to represent an
instance
Changes the size
and orientation of
an instance
Changes a sprite’s
color by blending
its colors with a
specified color
Sounds
Play Sound
Sounds
Stop Sound
Sounds
Checks Sound
Rooms
Previous Room
Rooms
Next Room
Rooms
Restart Room
Rooms
Different Room
Rooms
Check Previous
Rooms
Check Next
Plays a specified
Sound resource
Stops playback of
a specified Sound
resource
Checks to see if a
sound resource
Moves to the
game’s previous
room
Moves to the
game’s next room
Restarts a room
back to its initial
state
Move to specified
room
Checks to see if a
previous room
exists
Checks to see if
the next room
exists
Main 2 Action
Category
Timing
Icon
Action
Set Alarm
Timing
Sleep
Timing
Set Time Line
Timing
Time Line
Position
Info
Display Message
Info
Show Info
Info
Game
Game
Show Video
Restart Game
End Game
Game
Save Game
Game
Load Game
Resources
Replace Sprite
Resources
Replace Sound
Resources
Replace
Background
Description
Sets one of twelve
alarm clocks for
an instance
Pauses a scene for
a specified
amount of time
Assigns a timeline
to an instance
Sets or modifies
the positions
within a timeline
Displays a text
string in a dialog
window
Displays game
information in a
window
Plays a video
Restarts a game
Terminates a
game
Saves the current
status of a game
Loads game status
for a previously
saved game
Replaces a sprite
with an image
form a graphic file
Replaces a sound
with a sound
loaded from an
audio file
Replaces a
background with
an image loaded
from a graphic file
Control Actions
Category
Questions
Icon
Action
Check Empty
Questions
Check Collision
Questions
Check Object
Questions
Test Instance
Count
Questions
Test Chance
Questions
Check Question
Questions
Test Expression
Questions
Check Mouse
Questions
Check Grid
Description
Determines if an
instance would
generate a
collision if placed
in a specified
location
Determines if a
collision has
occurred
Determines if an
instance has come
into contact with
another specified
instance
Counts the total
number of
instance for
specified object
Generates a
random value by
rolling a virtual
die
Interacts with the
player by
displaying a text
string and
prompts the
player to click on
Yes or No button
Evaluates an
expression and
executes the next
action if the
expression
evaluated as being
true
Determines
whether a mouse
button is being
pressed
Determines
Other
Start Block
Other
Else
Other
Exit Event
Other
End Block
Other
Repeat
Other
Call Parent Event
Code
Execute Code
Code
Execute Script
Code
Comment
Variables
Set Variable
Variables
Test Variable
whether an object
is evenly aligned
with the grid
Specifies the
beginning of a
block of actions
Executes the next
action when the
results of the
previous
evaluation proves
false
Stops the
execution of
actions for the
current event
Specifies the end
of a block of
actions
Repeats the
execution of one
or more blocks a
specified number
of times
Calls an event
within a parent
object
Executes GML
code typed into
the action form
Executes GML
code stored as a
script
Ads a comment
line to the action
lists, displays text
in italic
Creates a variable
and assigns a
value to it
Evaluates the
value assigned to
a variable
Variables
Score Actions
Category
Score
Icon
Draw Variable
Draws the value
assigned to a
variable
Action
Set Score
Description
Sets or changes
the player’s score
Evaluates the
value of the
player’s score
Draws the value
assigned to the
players score
Displays the top
ten scores for the
game
Clears out the
values stored in
the highscore list
table
Sets or changes
the number of
lives the player
has in one game
Evaluates the
value of lives the
player has left in
one game
Draws the number
of lives the player
has left in one
game
Sets or changes
the players health
Evaluates the
value of the
players health
Draws the value
assigned to the
players health
Allows you to
Score
Test Score
Score
Draw Score
Score
Show Highscore
Score
Clear Highscore
Lives
Set Lives
Lives
Test Lives
Lives
Draw Lives
Health
Set Health
Health
Test Health
Health
Draw Health
Health
Score Caption
specify whether
game maker
should display the
players score ,
lives, and health
in the game
windows title bar
Extra Actions
Category
Particles
Particles
Particles
Icon
Action
Create Part
System
Destroy Part
System
Clear Part System
Description
Creates a particle
System
Destroys a particle
system
Clears out any
currently
displayed
particles
Draw Actions
Category
Icon
Action
Description
Fly UP