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27 Sentences With "look up and down"

How to use look up and down in a sentence? Find typical usage patterns (collocations)/phrases/context for "look up and down" and check conjugation/comparative form for "look up and down". Mastering all the usages of "look up and down" from sentence examples published by news publications.

Hot tip: make sure you look up and down while watching.
Look up and down to tilt the camera up and down — elegant!
That's that point from which you want to look up and down.
You look up and down their lineup ... They're getting Dee Gordon back, which is a big plus.
"You look up and down the order, we had tremendous amount of good at-bats," Astros manager A.J. Hinch said.
Dear Heloise: Every Tuesday morning when I put out the trash, I look up and down our street in Chatsworth, Calif.
As we continued to look up and down for any sign of wildlife, Chamberland taught us how to differentiate old tracks from fresh ones.
There are other areas in Chicago where you can look up and down the street and be uncomfortable, but Pilsen is kind of on the border.
You use the W and S keys to look up and down between the friend and the hot pot, and the mouse to select things to put in or take out of the hot pot.
"Each June I would look up and down Eighth Avenue and see rainbow flags in every storefront," Mr. Wechsler said, adding that he thought the Joyce, given its history and location, should join the celebration.
Bambamalicious has tweaked the levels to open them up—no keys are required to traverse the halls of the dead—kept the game's original breakneck speed, and tweaked the aiming so players can look up and down.
While some games included the ability to look up and down, it was rarely required of the player.
The player is assisted by a fellow debugger named Leon who provides information and weapons and is also said player's buddy. The game featured a minimal ability to look up and down. Selecting a higher difficulty generated a blobby monster that moved on the ceiling.
Heretic is a dark fantasy first-person shooter video game released in 1994. It was developed by Raven Software and published by id Software through GT Interactive. The game was released on Steam on August 3, 2007. Using a modified version of the Doom engine, Heretic was one of the first first-person games to feature inventory manipulation and the ability to look up and down.
It also first introduced the concept of binary space partitioning (BSP). Another breakthrough was the introduction of multiplayer abilities in the engine. However, because it was still using 2.5D, it was impossible to look up and down properly in Doom, and all Doom levels were actually two-dimensional. Due to the lack of a z-axis, the engine did not allow for room-over-room support.
Guy attempts to use operatives to put down the growing insurrection and also arranges for French agents to look for Camille and Jean-Baptiste in the north. They look up and down the Gulf of Tonkin with no success. Guy figures out that traveling theater troupes may be behind many near-simultaneous insurrections in the north. He orders all theater troupes traveling along certain routes to be arrested.
Dark Side was the second game to use the Freescape engine, which allowed the production of full three- dimensional environments using filled polygons in which the player could move around freely. It also gave the player the ability to look up and down, as well as rotate left and right, something which was rare amongst 3D games of the time. The same engine was used for Total Eclipse, The Sphinx Jinx, Castle Master and Castle Master II: The Crypt.
A feature of the device is that the upper section is also a 2-axis motion controller with additional support for rotation. It allows motion in the X, Y & Z axis (corresponding to Forward, Backwards, Strafe left & right, Turn left & right). This made it an ideal companion for FPS and similar games, because you can aim weapons or look up and down with the right hand while simultaneously slewing position with the left hand, and change weapons etc. with the left finger buttons.
The Jedi Engine had support for areas or rooms (called "sectors") on top of one another, a trait that it shared with the Build engine. In the Dark Forces revision of the engine, the renderer could not display two rooms situated on top of each other at the same time. This capability was added for Outlaws. The Jedi Engine also included the ability to jump and crouch, the ability to look up and down, and atmospheric effects (achieved by careful manipulation of 256-color palette files).
Total Eclipse was the third game to use the Freescape engine, which allowed the production of full three- dimensional environments using filled polygons in which the player could move around freely. However, the engine was improved for this release, adding spheres to the collection of shapes used for building the 3D environments. Like the previous Freescape-based games, it also gave the player the ability to 'crouch', and look up and down, as well as rotate left and right, something which was rare amongst 3D games of the time. The same engine was used for its sequel, Total Eclipse II: The Sphinx Jinx.
All of the walls in Doom are drawn vertically; it is because of this that it is not possible to properly look up and down. It is possible to perform a form of look up/down via "y-shearing", and many modern Doom source ports do this, as well as later games that use the engine, such as Heretic. Essentially this works by moving the horizon line up and down within the screen, in effect providing a "window" on a taller viewable area. By moving the window up and down, it is possible to give the illusion of looking up and down.
Durbach and Block liked the idea of being able to look up and down the coast from many vantage points in the house, but to get to that point, designing the house became an adventure that completely took over their lives “but in a good way”. Tension within the design process arose when it took almost six months before they established a form for the house. Eventually, Durbach stumbled across Pablo Picasso's 'The Bather’ (1928), which became an inspiration for his design. The shapes of the kitchen and living room, which are cantilevered over the sea by four angled stilts, are derived this from the figure in this painting.
In 2009, GameDaily included "the Marine" on its list of "ten game heroes who fail at the simple stuff" for his inability to look up and down in the original series. UGO Networks ranked him fourth on its 2012's list of best silent protagonists in video games, noting his courage to continue in silence even when he faces Hell's army. In 2013, Complex ranked Doomguy at number 16 on its list of the greatest soldiers in video games for being "the original video game space marine" and "one of the classic silent protagonists".Chad Hunter, Michael Rougeau, The 50 Greatest Soldiers In Video Games, Complex.
In 2009, GameDaily included the Marine on its list of "ten game heroes who fail at the simple stuff" for their inability to look up and down in the original series. UGO Networks ranked the Marine fourth on its 2012's list of best silent protagonists in video games, noting his courage to continue in silence even when faced with Hell's army. In 2013, Complex ranked the Doom Marine at number 16 on its list of the greatest soldiers in video games for being "the original video game space marine" and "one of the classic silent protagonists".Chad Hunter, Michael Rougeau, The 50 Greatest Soldiers In Video Games, Complex.
These items range from health potions to the "morph ovum", which transforms enemies into chickens. One of the most notable pickups that can be found is the "Tome of Power" which acts as a secondary firing mode for certain weapons, resulting in a much more powerful projectile from each weapon, some of which change the look of the projectile entirely. Heretic also features an improved version of the Doom engine, sporting the ability to look up and down within constraints, as well as fly. However, the rendering method for looking up and down merely uses a proportional pixel- shearing effect rather than any new rendering algorithm, which distorts the view considerably when looking at high-elevation angles.
Fully 3D first-person games with restricted free look had appeared as early as 1992 on the PC, allowing the player to look up and down, although vision was controlled by dedicated keys rather than the mouse. At the time it was still cutting-edge technology and didn't become widespread until the age of 3D accelerators. Ultima Underworld: The Stygian Abyss, released in March 1992, as well as the later System Shock (which was made on the same engine), allowed the player to manipulate the camera, looking left, right, up or down by using dedicated keys or by using the mouse to click on the edges of the screen."Reinstall: Ultima Underworld - The Stygian Abyss", PCGamer, 18 November 2012.
Bungie's next project began as a sequel to Pathways into Darkness, but evolved into a futuristic first person shooter called Marathon. It introduced the rocket jumping mechanic to gamers (then known as "grenade hopping") and was the first control system where players could use the mouse to look up and down as well as pan side-to-side. Pathways had taught Bungie the importance of story in a game, and Marathon featured computer terminals where players could choose to learn more about the game's fiction. The studio became what one employee termed "your stereotypical vision of a small computer-game company—eating a lot of pizza, drinking a lot of Coke" while the development team worked 14 hours every day for nearly six months.

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