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Actions | indicate the things that happen in a game created with Game Maker. Actions are placed in events of objects. Whenever the event takes place these actions are performed, resulting in certain behavior for the instances of the object. |
Backgrounds | Large images that are used as backgrounds for the rooms in which the game takes place. |
Collision Detection | A process of determining if two objects have collided by testing their bounds or a spatial overlap. |
Debug | The process of tracking and eliminating errors or bugs from your source code. |
Events | Whenever something happens in the game the instances of the objects get events. For example if an object hits a wall it stops its movement. |
Anti-aliasing | refers to the process of adding additional pixels around the border of an object in order to blend it into it's background more smoothly, and to reduce the appearance of jagged edges. |
Fade | A transition effect where an image slowly appears out of a solid color, such as black or white. |
Frame | A single image in a series of images to be animated. |
Game Maker | A program that’s free for commercial use that has a simple user interface for developing computer games. |
Genre | A class of games. Common genres would be the shooter, First Person Shooter (FPS), Role Playing Game (RPG), simulation, Real Time Strategy (RTS) |
Instances | A copy of an object. An object can have multiple instances that all have different actions. |
Objects | Components of a program that knows how to perform certain actions and to interact with other pieces of the program. |
Paths | Used to graphically define how an object gets from one point to another |
Programmer | The person who writes the software. |
Resources | The collection of images, sounds, backgrounds, scripts, etc that can be used by the video game designer. |
Rooms | The graphical environment for the game, often programmed in games as levels. |
Scripts | Programming code that defines the actions of the game. |
Sprite | An image that animates and moves around the screen in some fashion. Typically associated with images that the user can interact with, either directly or through interaction with other sprites. |
Tiles | Textures that have been specially formatted to blend together well in the video game world. |
Time Line | Allows you to define objects in your game in linear time frames, like when an object expires. |