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Sprite
A 2D image or animation that represents objects in a game, such as characters, enemies, or items.
Object
An entity in the game world that can be controlled, interact with other objects, or perform actions. Objects can have behaviours attached to them.
Event
A specific trigger in the game, like a key press or collision, that causes an action to happen within the game.
Action
The response of an object to an event, such as moving, playing an animation, or changing direction.
Objective
The goal or task the player needs to accomplish in the game.
Algorithm:
An algorithm is a step-by-step procedure or set of instructions designed to solve a specific problem or accomplish a particular task.
Flowchart:
A diagrammatic (visual diagram) representation of an algorithm.
Pseudocode:
An informal way of programming description that does not require any strict programming language syntax or underlying technology considerations
Data Types:
Classifications used to specify the kind of data that a variable or object can hold in a program or system.
Variables:
A piece of memory that stores data that can be reused or changed.
Boolean Operators:
Operators are used to compare two values
Sequence:
Sequence is the order in which instructions. occur and are processed.
Selection:
Selection is a decision or question
Iteration:
Iteration refers to the process of repeating a set of instructions or steps multiple times, often with slight variations, to achieve a desired outcome.
Visibility of System Status
Always keep users informed about what is going on
Match between system and the real world
speak users' language and follow real world conventions
User control and freedom
Clealry marked emergency exit, and support redo and undo
Consistancy and Standards
Should not have to wonder whether different words, situations, or action mean the same thing
Error Prevention
Either eliminate error-prone conditions or check for them and present users with a confermation option before they commit the action
Recognition rather than recall
Show options so users dont need to remember
Flexibility and efficieny of use
Provide shortcuts and customization for experts
Aesthetic and minimilast design
Keep interface clean and focused
Help users recover from errors
Use clear, helpful error messages
Help and documentation
Offer simple, task-based help when needed
Heuristics
Simple guidelines used to solve problems or make decisions more efficiently.
Room
A level or area in the game where the gameplay happens. It contains objects, backgrounds, and settings.
Code/Script
A set of instructions written by the developer that tells the game what to do. GameMaker uses a coding language called GML (GameMaker Language).
Collision
When two objects in the game come into contact, triggering an event (e.g., a player hitting an enemy).
Setting
The environment or world where the game takes place.
Mechanics
The rules and actions (buttons) players can use to interact with the game
Common pseudocode words
Input, Output, While, For, Repeat until, If-Then-Else
Input
user inputting something
Output
Will appear on screen
While
loop
For
a counting loop
Repeat until
loop that has an end
If-Then-Else
Decision in which a choice is made
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