Across
- 1. How the player (user) connects to (interfaces with) the game.
- 3. Series of images, or frames, with slight differences that are played in sequence to create the illusion of movement.
- 6. A programmable container that can have an interaction or event.
- 7. Describes what occurs when the condition is met.
- 9. Game-design software
- 11. A repeating of an animation or sound when it reaches the end.
- 12. Objects that are not animated.
- 17. Exact copy of an object, but its properties are not linked to the original.
- 18. Breaks down the pseudocode logic statement into condition events and action events.
- 19. The foundation of any computer program.
- 23. When a 2D image is used in a game
- 25. A person who is involved in the development of a video game.
- 27. Allows the user to give information to the computer.
- 32. The process of inputting commands that a machine will execute.
- 33. The person who creates images and graphics used in a game.
- 36. A program file that a computer can read and run.
- 37. Used mainly to provide artistic design to the scene. (Cannot Receive programming)
- 38. The process of changing computer codes, scripts, and other programming into a file that can run on a specific type of device.
Down
- 2. Movement of an object.
- 4. A visual effect placed between the frames to gradually move to the next frame.
- 5. The programming follows a logical design process that makes it easy to interpret an...
- 8. Describes what must exist or become true.
- 10. The process of matching the footsteps to the translation motion of the object.
- 13. Video screen that senses pressure or electrical resistance from your finger to activate commands.
- 14. Assigns programming to objects.
- 15. A list of computer commands.
- 16. Exact copy that inherits all the properties of the original object.
- 20. Uses an accelerometer to sense how quickly you move the device and at what angle it is being held.
- 21. Allow the computer to give you information.
- 22. Short sound file.
- 24. The collection of words and symbols.
- 26. A single action-reaction relationship for the game.
- 28. Things like the player avatar, obstacles, and rewards. (Receives programming)
- 29. Where you place game objects to create a scene.
- 30. Not actual programming code, rather it is based on English and used to record the programming logic.
- 31. When an executable is changed to make it compatible with a different device.
- 34. The smallest picture elements displayed on a video screen.
- 35. Long Sound file.
