A) 9.805fts/s² B) 9.81ft/s² C) none of these D) 32.2m/s² E) 3.22m/s²
A) At End B) At Begin C) Immediate D) none of these E) Sync
A) AnimationNodeAnimation B) AnimationNodeStateMachine C) AnimationNodeBlendSpace2D D) AnimationNodeBlendSpace1D E) AnimationBlendTree
A) Switch Mode B) Auto Advance C) Advance Condition D) Xfade Time E) none of these
A) Python B) C# C) Pascal D) none of these E) C++
A) area_entered B) body_shape_entered C) area_shape_entered D) body_entered E) none of these
A) Reflection B) none of these C) Normalization D) unit vector E) Dot product
A) Seek B) Transition C) BlendSpace2D D) TimeScale E) none of these
A) TimeScale B) none of this C) BlendSpace2D D) Transition E) Seek
A) Actions B) InputEventKey C) InputEvent D) none of these E) InputEventAction
A) none of these B) acceleration C) friction D) momentum E) deceleration
A) none of these B) Font C) StyleBox D) Color E) Texture
A) STL templates create very large symbols B) STL is easy to use C) STL is easy to use D) STL is more suited for 3D modeling E) STL is old
A) BlendSpace1D B) Transition C) none of these D) StateMachine E) BlendSpace2D
A) No B) none of these C) Probably D) Maybe E) Yes
A) StyleBox B) none of these C) Texture D) Font E) Control
A) none of these B) Choose a single base resolution for your game C) Use the stretch options in Godot D) For user interfaces, use the anchoring to determine where controls should stay and move. If UIs or more complex , consider learning about Containers. E) Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead.
A) animation_finished B) animation_started C) catches_cleared D) none of these E) animation_changed
A) AnimationNodeStateMachine B) AnimationNodeBlendSpace2D C) AnimationNodeBlendTree D) AnimationBlendSpace1D E) AnimationNodeAnimation
A) Stretch Aspect = Keep Height B) Stretch Aspect = Keep Width C) Stretch Aspect = keep D) none of these E) Stretch Aspect = Expand
A) Disabled B) none of these C) Ignored D) 2D E) Viewport
A) BlendSpace1D B) none of these C) Transition D) BlendSpace2D E) StateMachine
A) Color B) Font C) Texture D) none of these E) StyleBox
A) body_shape_entered B) none of these C) body_entered D) area_entered E) area_shape_entered
A) AnimationNodeBlendTree B) AnimationNodeBlendSpace2D C) AnimationNodeStateMachine D) AnimationNodeBlendSpace1D E) AnimationNodeAnimation
A) none of these B) Color C) Texture D) Font E) StyleBox
A) momentum is conserve B) gravity pulls it down and bounces C) gravity pulls it down D) none of these E) gravity pulls it down and still move along by how much it roll
A) Viewport B) 2D C) none of these D) Disabled E) Ignore
A) momentum B) acceleration C) friction D) none of these E) deceleration
A) Windows B) none of these C) Alienware D) iOS E) Android
A) Replace B) Replace-Combine C) Combine D) none of these E) Combine-Replace
A) Disabled B) Ignore C) 2D D) none of these E) Viewport
A) air force B) lift C) downforce D) none of these E) gravity
A) deceleration B) friction C) none of these D) acceleration E) momentum
A) C++ B) none of these C) GDScript D) Basic E) C#
A) Normalization B) Reflection C) none of these D) unit vector E) Dot product
A) Normalization B) unit vector C) Reflection D) none of these E) Dot product
A) Switch Mode B) Disabled C) Xfade Time D) none of these E) Priority
A) Combine B) Combine-Replace C) Replace D) none of these E) Replace-Combine
A) none of these B) Ignore C) Viewport D) Disabled E) 2D
A) body_entered B) none of these C) area_entered D) area_shape_entered E) body_shape_entered
A) momentum is conserve B) gravity pulls it down and still stops immediately C) gravity pulls it down D) none of these E) gravity pulls it down and bounces
A) Dot product B) Normalization C) unit vector D) none of these E) Reflection
A) InputEventAction B) InputEvent C) Actions D) none of these E) InputEventKey 4/4
A) Reflection B) Dot product C) unit vector D) Normalization E) none of these
A) none of these B) animation_started C) animation_finished D) animation_changed E) caches_cleared
A) Advance Condition B) Auto Advance C) none of this D) Xfade Time E) Switch Mode
A) Stretch Aspect = Keep B) none of these C) Stretch Aspect = Expand D) Stretch Aspect Keep Width E) Stretch Aspect = Keep Height |