2D Maze Game Test

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

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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2D Maze Game Test - Quiz

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

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

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

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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5. 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.

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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6. When you create an alarm action, you are:

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

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

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

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

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

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

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

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

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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15. Moving, changing color, or creating objects are _________.

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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16. Why would you want to create a variable in your 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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17. What is the difference between a sprite and an object?

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

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

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

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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The first game we will make will be a ___________ game.
One image or frame of an animated sprite in which we refer to by...
Adds a specified value to the variable, such as points will be added...
This makes each resource easily identifiable to both the game...
A group of actions that are typically used after a Test Variable...
When you create an alarm action, you are:
Which event do you use to see if an object has encountered another...
An object's position on the screen is identified by its _______
A box that is used to estimate the area that a sprite takes up. 
To create the size (dimensions) of the room in a game, you input its:
The angle of movement for an object in your game can be between:
When a key is pressed and the action is continued until the key is no...
If you want an object to be seen in the game, which property would you...
A control action in which you specify an object and a number of...
Moving, changing color, or creating objects are _________.
Why would you want to create a variable in your game?
What is the difference between a sprite and an object?
What causes the action in your game, and in all games made with Game...
When a player presses a key, when an alarm goes off, or when two...
If the condition is met, then perform the action; otherwise (______)...
Alert!

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