Month: November 2016
Smile Game Builder Tutorial #14:
Pictures & Splash Screen
This tutorial showcases pictures. You can manipulate pictures to add life to your static images. These are some of the techniques I’ve learned.
There’s also a routine to add a Compass HUD to your maps, which change according to the direction you’re moving. And another section on creating basic splash screens as well. Continue reading “Smile Game Builder Tutorial #14:
Pictures & Splash Screen”
Smile Game Builder Tutorial #13:
Time and Date
This tutorial is an overview add-on to the Time and Date function (in the Advanced Variables Option). It demonstrates how you can use and display the local system time in message boxes.
Initially, this was intended as a simple calendar system, but due to the nature of parallel events, it wasn’t working as it should. Parallel events need to be set up on each map to function properly. Continue reading “Smile Game Builder Tutorial #13:
Time and Date”
Smile Game Builder Tutorial #12:
Advanced Variables (Part 1)
Advanced Variables allows you more scope when manipulating variables. It can be used for things like storing date and time, player stats and camera settings.
This tutorial is intended as an overview only, but I’ll definitely revisit this in the future, as I’ll be using advanced variables a lot. Continue reading “Smile Game Builder Tutorial #12:
Advanced Variables (Part 1)”
Smile Game Builder Tutorial #11:
Controlling the Camera
Camera Control is a new function available for Smile Game Builder. With it, you’re able to use cameras to create some stunning effects, such as for cut scenes and map panning.
Also in this tutorial is a quick event setup to allow you to view conversations from the first-person perspective, switching between characters as they talk. Continue reading “Smile Game Builder Tutorial #11:
Controlling the Camera”