2D Maze Game Test

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| By Katogea
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Quizzes Created: 1 | Total Attempts: 166
Questions: 20 | Attempts: 166

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2D Maze Game Test - Quiz

Do your best. Make a 90 or above and you do not have to retest.


Questions and Answers
  • 1. 

    What causes the action in your game, and in all games made with Game Maker?

    • A.

      Sprites

    • B.

      Events

    • C.

      Objects

    • D.

      Variables

    Correct Answer
    B. Events
    Explanation
    In Game Maker, events are what cause the action in a game. Events are triggered by specific conditions or actions, such as a key being pressed or a collision occurring. These events then execute the corresponding actions or code that is associated with them. Events play a crucial role in controlling the flow and behavior of a game, allowing developers to create interactive and dynamic experiences. While sprites, objects, and variables are important elements in Game Maker, they are not the direct cause of the game's action like events are.

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  • 2. 

    What is the difference between a sprite and an object?

    • A.

      An object can be animated, but a sprite cannot.

    • B.

      A sprite is an image, while an object has behavior.

    • C.

      A sprite can have an event, while an object cannot.

    • D.

      A sprite can be created with an alarm.

    Correct Answer
    B. A sprite is an image, while an object has behavior.
    Explanation
    The explanation for the given correct answer is that a sprite is simply an image or a visual representation, whereas an object not only has a visual aspect but also has behavior associated with it. In other words, an object can have properties, methods, and events that define its functionality and interaction with the program or game, while a sprite is primarily used for visual representation purposes.

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  • 3. 

    Which event do you use to see if an object has encountered another object?

    • A.

      Alarm

    • B.

      Step

    • C.

      Collision

    • D.

      Keyboard

    Correct Answer
    C. Collision
    Explanation
    The event used to see if an object has encountered another object is called "Collision". This event is triggered when two objects in a game or simulation come into contact with each other. It allows for actions or behaviors to be executed when this collision occurs, such as scoring points, changing the object's direction, or causing an explosion. The Collision event is commonly used in game development to create interactive and dynamic gameplay experiences.

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  • 4. 

    An object's position on the screen is identified by its _______

    • A.

      X,y coordinates

    • B.

      Angle

    • C.

      Parent

    • D.

      Background

    Correct Answer
    A. X,y coordinates
    Explanation
    The position of an object on the screen is determined by its x and y coordinates. These coordinates represent the horizontal and vertical distances, respectively, from a reference point on the screen. By specifying the values of x and y, the exact location of the object can be identified. The angle, parent, and background are not directly related to the position of an object on the screen.

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  • 5. 

    If you want an object to be seen in the game, which property would you select?

    • A.

      Opaque

    • B.

      Visible

    • C.

      Precise collision checking

    • D.

      0,0 origin

    Correct Answer
    B. Visible
    Explanation
    If you want an object to be seen in the game, you would select the "visible" property. This property ensures that the object is rendered and displayed on the screen for the player to see.

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  • 6. 

    To create the size (dimensions) of the room in a game, you input its:

    • A.

      Perimeter

    • B.

      Height and width

    • C.

      Shape

    • D.

      Background size

    Correct Answer
    B. Height and width
    Explanation
    To create the size (dimensions) of a room in a game, you need to input its height and width. These two measurements determine the overall size of the room and allow the game to accurately represent the space. The perimeter refers to the distance around the room and is not sufficient to determine its size. The shape and background size may provide additional visual details but are not directly related to defining the room's dimensions. Therefore, height and width are the essential inputs for creating the size of the room in the game.

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  • 7. 

    The angle of movement for an object in your game can be between:

    • A.

      0 and 60 degrees

    • B.

      0 and 90 degrees

    • C.

      90 and 180 degrees

    • D.

      0 and 360 degrees

    Correct Answer
    D. 0 and 360 degrees
    Explanation
    The correct answer is 0 and 360 degrees because an angle of 0 degrees represents no movement or a stationary position, while an angle of 360 degrees represents a full revolution or a complete circle. By allowing the angle of movement to range from 0 to 360 degrees, the object in the game can move in any direction and cover the entire range of possible angles.

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  • 8. 

    Why would you want to create a variable in your game?

    • A.

      If you want to have a message appear.

    • B.

      If you want to store information to use later in the game.

    • C.

      If you want to have a top ten list.

    • D.

      If you want an object to jump to a specific location in your game.

    Correct Answer
    B. If you want to store information to use later in the game.
    Explanation
    Creating a variable in a game allows you to store information that can be used later on. This can be useful for keeping track of player scores, inventory items, or any other data that needs to be saved and accessed throughout the game. By using variables, you can dynamically update and manipulate the stored information based on player actions or game events, enhancing the overall gameplay experience.

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  • 9. 

    A box that is used to estimate the area that a sprite takes up. 

    • A.

      Figure box

    • B.

      Sprite box

    • C.

      Bounding box

    • D.

      Events box

    Correct Answer
    C. Bounding box
    Explanation
    A bounding box is a box that is used to estimate the area that a sprite takes up. It is a rectangular shape that surrounds the sprite, providing a visual representation of its boundaries. This is useful for various purposes, such as collision detection or determining the position of the sprite within a game or application. The bounding box allows for easy calculations and comparisons involving the sprite's size and position.

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  • 10. 

    When you create an alarm action, you are:

    • A.

      Counting down to make an alarm event happen.

    • B.

      Triggering an immediate action.

    • C.

      Creating an instance.

    • D.

      Keeping track of time in your game.

    Correct Answer
    A. Counting down to make an alarm event happen.
    Explanation
    When you create an alarm action, you are setting a countdown timer to trigger a specific event or action in the future. The alarm event will happen after the specified time has elapsed, allowing you to schedule actions or events at specific points in your program or game. It is a way of keeping track of time and ensuring that certain actions occur at the desired moments.

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  • 11. 

    This makes each resource easily identifiable to both the game developer and the game engine.

    • A.

      Game

    • B.

      Name

    • C.

      Lame

    • D.

      Picture

    Correct Answer
    B. Name
    Explanation
    The given answer "Name" is the correct answer because the statement mentions that each resource is easily identifiable to both the game developer and the game engine. The "Name" of a resource is a unique identifier that can be used to reference and locate specific resources within the game. This allows the game developer to easily manage and manipulate different resources, and the game engine to efficiently load and utilize them during gameplay.

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  • 12. 

    When a player presses a key, when an alarm goes off, or when two objects collide, this is called a/an _________.

    • A.

      Event

    • B.

      Action

    • C.

      Collision

    • D.

      Shape

    Correct Answer
    A. Event
    Explanation
    An event refers to a specific occurrence or happening that takes place in a game or system. It can be triggered by various actions such as pressing a key, an alarm going off, or objects colliding. Events are used to initiate or trigger certain actions or behaviors within the game or system, allowing for dynamic and interactive experiences.

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  • 13. 

    Moving, changing color, or creating objects are _________.

    • A.

      Events

    • B.

      Angles

    • C.

      Evens

    • D.

      Actions

    Correct Answer
    D. Actions
    Explanation
    Moving, changing color, or creating objects are actions. Actions refer to the act of doing something or performing a specific task. In this context, the mentioned activities - moving, changing color, and creating objects - all involve some form of action. They require an agent or force to initiate and carry out the action, making "actions" the appropriate term to describe these activities.

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  • 14. 

    When a key is pressed and the action is continued until the key is no longer held down, this is called a ____________.

    • A.

      Keyboard event

    • B.

      Action event

    • C.

      Ridiculous event

    • D.

      Align to grid

    Correct Answer
    A. Keyboard event
    Explanation
    When a key is pressed and the action is continued until the key is no longer held down, this is called a keyboard event. This event is triggered by the user pressing a key on the keyboard and can be used to perform specific actions or functions in a program or application. It allows for continuous input while the key is held down, such as scrolling or moving an object in a game.

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  • 15. 

    One image or frame of an animated sprite in which we refer to by number.

    • A.

      Submarine

    • B.

      Subsandwich

    • C.

      Subimage

    • D.

      Subpage

    Correct Answer
    C. Subimage
    Explanation
    The correct answer is "Subimage" because the question is asking for a term that refers to one image or frame of an animated sprite by number. "Subimage" accurately describes this concept as it suggests a subset or portion of the overall image or sprite. The other options, "Submarine," "Subsandwich," and "Subpage," are unrelated and do not pertain to the given context.

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  • 16. 

    Adds a specified value to the variable, such as points will be added to the current score in terms of scoring.

    • A.

      Neighbor

    • B.

      Cousin

    • C.

      Relative

    • D.

      Sister

    Correct Answer
    C. Relative
    Explanation
    The correct answer is "Relative" because the given explanation states that a specified value will be added to the variable, such as points being added to the current score in terms of scoring. In this context, a relative is someone who is connected to a person by blood or marriage, which implies a close relationship and can be considered as adding value to one's family. Therefore, "Relative" is the most appropriate answer based on the given explanation.

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  • 17. 

    If the condition is met, then perform the action; otherwise (______) perform another specified action.

    • A.

      Don't

    • B.

      Do

    • C.

      You should

    • D.

      Else

    Correct Answer
    D. Else
    Explanation
    The correct answer is "Else" because it is used in programming to specify an alternative action to be performed if the condition mentioned in the "if" statement is not met. It is a keyword that helps control the flow of the program and allows for different actions to be taken based on different conditions.

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  • 18. 

    A control action in which you specify an object and a number of instances of that object are called ________________.

    • A.

      Test instance count

    • B.

      Test non-instance count

    • C.

      Tests

    • D.

      Instance count

    Correct Answer
    A. Test instance count
    Explanation
    The correct answer is "Test instance count." This term refers to a control action where you specify an object and the number of instances of that object. It is used in testing to determine the number of times a specific object is instantiated or created during the execution of a test case. This information helps in verifying the behavior and performance of the system under different conditions.

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  • 19. 

    A group of actions that are typically used after a Test Variable action or other questions to make sure that Game Maker performs all of the actions in the block if the question is true.

    • A.

      Pops

    • B.

      Clocks

    • C.

      Blocks

    • D.

      Rocks

    Correct Answer
    C. Blocks
    Explanation
    Blocks are a group of actions that are typically used after a Test Variable action or other questions to ensure that Game Maker executes all of the actions in the block if the question is true. In other words, blocks are used to create a sequence of actions that will only be executed if a certain condition is met. They are an essential part of programming in Game Maker as they allow for conditional execution of code.

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  • 20. 

    The first game we will make will be a ___________ game.

    • A.

      1D

    • B.

      2D

    • C.

      3D

    • D.

      4D

    Correct Answer
    B. 2D
    Explanation
    The correct answer is 2D because it is stated in the question that the first game to be made will be a "___________ game." Since there are no other clues or information provided, we can assume that the game will be in 2D format.

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  • Current Version
  • Jun 02, 2023
    Quiz Edited by
    ProProfs Editorial Team
  • Oct 30, 2014
    Quiz Created by
    Katogea
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