This tutorial was deferred from its usual Sunday slot because of a hectic work schedule. So, the tutorial I wanted to upload wasn’t quite finished. Instead, I put another tips and tricks one with some of the ideas I’ve had for a while. Continue reading “Smile Game Builder Tutorial #23: Tips & Tricks (Part 3)”
This week’s tutorial, #18: Tips & Tricks (Part 3) has been uploaded but release is deferred until Tuesday. This is only because of my work schedule. I had an extra shift, which threw me off slightly as far as time management.
Included in this tutorial is a simple barrel pushing puzzle and climbing up and down ladders more realistically.
As part of the ongoing experiments with the "Old Ruin" High Quality Assets, I created two more assets for Smile Game Builder. Except in package title, there’s no real theme yet. It’s been more of an experiment as inspiration strikes.
Stone Wall Terrain
The first is two different types of angular stone wall terrains for the "Old Ruins".
The second "Old Ruins" asset is a rock object. This is a retextured version of the existing rock object, imported and rendered through Blender as part of some ongoing experiments with texture and UVs.
Development on the "Old Ruins" assets will continue periodically.
I’m still learning how to use Blender properly, so objects will be few and far between for a while. However, I may still produce more terrain assets in the interim, along with various other graphics, such as windows.
It started more as an experiment than anything else, but I’ve actually been making progress on it, on and off. So I decided to share what I’ve done so far.
"Old Ruins" Gallery (So Far!)
Over time, I’ll add more to it and create a proper gallery showcase page when there are enough. Development will be ongoing on this, I think!
Although I’m not proficient at all with Blender, I’m determined to be. The idea here is to create matching high quality characters and objects, and then combine into a single resource pack for you to use.
The High Quality Assets I release will most likely not be free; however, once I’ve learned the essentials of Blender for creating things for SGB, I’ll also have a lot of free assets available for download.
This tutorial shows how to create a text image as you approach certain areas. Here, approaching the front door will say "Open" and approaching Marie will say "Talk". When you move away the text will disappear. And this can be used for multiple events with different functions.
It works by overlaying an image with the appropriate text on screen. Continue reading “Smile Game Builder Tutorial #22: Event Overlays”
This tutorial’s focus is on cut scenes and how to create an effective method to use them.
The idea is to show how to set up a basic cross-map cut scene, where a knock on the door results in a message from the Temple, ultimately setting the scene for the main storyline.
It’s easy to configure the sequence of events using a single variable – not multiple switches – and activate them in order. Continue reading “Smile Game Builder Tutorial #21:
In this tutorial, I share some more tips and tricks for Smile Game Builder. These are things to enhance or build your game or things that don’t really fit larger tutorials and FAQs. Continue reading “Smile Game Builder Tutorial #20:
Tips & Tricks (Part 2)”
The focus of this week’s tutorial is Player Direction (a new feature added with v18.104.22.168).
Although its main purpose is to create a fully functional Compass HUD using player direction and normal/first-person modes, the tutorial also shows other uses as well (chests/signs and doors). Continue reading “Smile Game Builder Tutorial #19: