From next month, future Monthly Digests will be uploaded on the last Sunday/Monday of the month or, in case of holidays or work, some time during the last week of the month.
In next month’s Digest, I’ll be featuring some more of Jackson’s amazing assets, SorynStream’s new mini-game, and several other things. The topics may change, of course, but I’m trying for a variety of different SGB related subjects every month.
Here’s a compilation showcase of the first complete part of the Smile Game BuilderHi-Tex Terrain Pack‘s ground tiles, complete with stairs and slopes. There are more, but they’ll be in separate showcases.
I’ve put them into several categories (which may still change):
Ground (GRO) – These are standard ground terrains, which usually comprise 4 variations (where appropriate): normal, short grass, long grass and cropped grass.
Thus far, there are around 30-40 ground type terrains (including variations).
Caves (CAV) – There are two variations of caves for each terrain type: high and low.
These are created for specific positioning and only work – and look right – for their intended purpose.
Walls (WAL) – These are specifically used for walls for buildings, but I’m sure they can be used for other things as well.
I haven’t been focusing too much on the walls yet, although these are mostly "horror" themed terrains (originally intended for use in Otherworld SGB).
I’ll continue working on them, expanding the different terrain types, but probably won’t update here as often. Or at least until I have more substance.
The other terrain types I’ve started working on are ice and metal.
Because these do take some time to create, as I virtually create them from scratch (using certain textures as guides), the Hi-Tex Terrain pack will most likely not be free.
Hopefully, sometime in the future, they’ll be separately available either as a DLC through Steam or directly from the website. That’s the plan anyway.
As many of you know by now, I do plan my tutorials in advance, so the next planned Smile Game Builder tutorials right now (in no particular order) are:
Creating and importing assets – terrains (video)
Creating a quest system (video)
Advanced variables – 3D cameras (blog)
Creating a crime system (video)
Creating HUDs (video and blog)
These are all subject to change, but these are the immediate plans I’ve laid out. Notwithstanding my work schedules, blog posts are usually Wednesday/Thursday and video uploads are usually Sunday/Monday.
Smile Game Builder has been out for some time now. So, it’s inevitable that there would be a number of games available for it.
Sometime next week, I’ll be showcasing some of the games currently available in Smile Game Builder. This includes both free and paid games. These are all in English since I don’t speak Japanese, but a number of Japanese only games have been produced as well.
None of the games in the showcase is a full review; it’s simply a video providing details on the games, which I’ve ranked according to atmosphere, playability, storyline, and enjoyment.
I won’t spoil the "surprise" by listing the games; you’ll just have to watch the video when it’s uploaded.
I’ve had to prioritize things and spent my days off and the entire weekend in discussions with sponsors; going through legalese for several contracts; editing, rewriting and expanding one of my old novellas and looking for a publisher for it; and catching up on some chores.
This week is my last week at work before I have 2½ weeks off. During that time, I will certainly be making up for lost time and producing much more content, notably for Smile Game Builder, both on the blog and with videos. However, I’ll most likely have some RPG Maker content as well at some point.
If you do have questions regarding SGB, however, feel free to message me on Twitter, Facebook or YouTube, and I’ll do my best to answer them.
A Variable is simply somewhere to store numbers or values so that they can be referenced later. There are two types of variables in Smile Game Builder: Basic and Advanced.
I’m going to be as comprehensive as possible with this series. However, you can skim through the parts you already know and, as the series progresses, skip to the parts you’d like to know more about.
Basic Variables are used for simple operations to directly affect the targeted Variable No. with whatever number is set in its Value.
You can assign a fixed value to the variable with Put into variable box as-is. Another value can then be added to or subtracted from this value, or multiplied by or divided by it with another Variable Box referencing it. And this new value is placed into the variable.
Besides the usual math operators, you can also add a random number in variable box between 1 and whatever number is placed in Value up to a maximum 999,999. This does exactly as it states and adds the random number to the variable; it doesn’t create a random number (that’s in the Advanced Variables section).
The basic Variable Box is primarily used for setting up quick, simple variables and manipulating them with the operators.
ALL values are fixed and can’t be directly influenced by other variables. It can kind of be done, but I’ll cover that in a later tutorial.
In the Advanced Variable Box Op. section, you can do much more with variables (as you can see in Fig. 3 below).
These are values specific to various parts of the game and they can be stored and manipulated in the same way as basic variables. And we’ll go through each of them over the course of this tutorial.
This is where you set the variable you want to use. The maximum allowed variables in a single game is 999, although you can reuse other established variables on different maps if you’re not using them elsewhere on the same map.
Variable Box is used and referenced the same as in the Basic Variables. There is another option in the dropdown, Number Displayed in Variable Box, but we won’t worry about that for some time.
This section is for selecting the type of operator to use with the variable. In addition to the usual math operators, you (obviously) set the variable’s value with Assign.
There’s one other operator, Substitute Divided Remainder, which divides the variable’s value by the assigned number and uses the remainder as the value. I covered modulo operations already in a previous tutorial.
This is what you want to store in variables. As you can see in Fig. 3, there are quite a number of options. And, while this isn’t as comprehensive as it could be, it still contains a sufficient amount to achieve some advanced tasks.
You can use advanced variables to set "fixed" variables instead of the basic Variable Box. The two are the same and do the same thing.
Personally, I like using the basic Variable Box if my variables are simple values not reliant on anything except for fundamental calculations. And then I use the Advanced Variable Box for more complex operations. It may be just a matter of preference when setting up the basics for more advanced stuff later.
In Variables Part 2
I’ll continue the series in the next article and, over the course of the tutorial, will go through each one in turn. Included will be explanations on how and where they can be used, along with examples as necessary.
I covered Advanced Variables in my video series in Tutorial #11 (as well as some later videos), so aim to expand on that in this series, with additional video references as they crop up.
Although I won’t go into as much detail (except perhaps in a future article), I’ll utilize the event’s Conditions in conjunction with variables. And I’ll share some of the techniques I’ve learned in the process, such as how to properly set up a cut scene using only variables.
In this week’s tutorial, I give some insight into customizing more of the system graphics in Smile Game Builder, specifically message windows. This includes normal message windows, dialogue windows and the status window.
Message windows are only the tip of the iceberg when it comes to customizing system assets. In Tutorial #30, I covered graphics not directly importable via Add Assets. They are the Game Over image, equipment items (status screen) and message wait cursor (animated).
Also mentioned in this tutorial is Branneg Guthinol, an ex-gladiator grown fat from his successes. He will be a character in a game planned RPG Maker MV game, The Gladiator Program: Genesis (some time in the future).