Following on from his previous tutorial, Smooth Status Bars, Mottzy demonstrates advanced techniques for a dynamically moving HUD without the need for an additional overlay.
Advanced Bars & Gauges Video Tutorial
The video below is a two part tutorial. The first part shows how to set up the HUD and the second part provides a neat method for easily importing the assets and event scripts he’s used in his tutorials into your own projects via his MakerBaseSGB.
For the next video in the Mottzy Minutes tutorials series, Mottzy demonstrates something I’m sure many of us can use in our games.
Smooth Status Bars
It’s a simple but effective method for implementing a dynamic HUD for, in this case, an Insanity stat, but it can be adapted easily for other things.
The pack contains 50 models, including animated water for barrels and boxes. All models are designed modularly to fit snugly together and provide variety to your markets.
This is part of an ongoing series, which I’ll continue to develop over time, to fully furnish your in-game market places, including things like market stall content (fruit and veg, weapons and armor, etc.) and attachable signs for market stalls.
15% Discount for Monthly SusbscribeStar Patrons
Monthly patrons on my SubscribeStar account will receive a 15% discount coupon code on this pack, which is only useable at checkout on the Gnome Treasure store.
For other discounts and special offers, as well as exclusive content (graphics, models, etc.), you can subscribe from as little as $5 per month.
This video showcases the Modular Market Pack Vol. 1 and how the parts fit together.
Here’s another video in the growing Mottzy Minutes tutorials series.
Hunger Tutorial Video
If you ever want to have a hunger system in your games, this is one way to do it. Kind of has that "grim reaper" vibe to it when hunger reaches zero.
The next video tutorial in Mottzy‘s Mottzy Minutes series is up.
Knock-Back and Aura Effects Video Tutorial
Quoted from the original post:
A combined tutorial on adding a “knock-back” effect to player collisions with events, and an “aura” effect that can alter the player status based on their location in a rectangular area.
Mottzy‘s new video as part of his Mottzy Minutes series is up.
Health Bar Objects Video Tutorial
This time, he’s focusing on showing how player health can be represented visually. His twist is a "follower" indicating health status.
SMILE GAME BUILDER entusiast and SGB Discord member Mottzy has created a blog entitled Mottzy Makes. It has some interesting articles already and, no doubt, more will follow.
Object Collisions Video Tutorial
In fact, he’s started a short video tutorials series called Mottzy Minutes on YouTube.
This first video is about how to make object collisions with moving objects in SGB. This assumes a need for custom movement patterns, and requires a bit more custom code to make work.
In the video, he shows how to set up an event (a bat in this case) that moves left and right and when it collides with the player or the player collides with it, the message "You died!" appears. It’s very simple but can be expanded accordingly.
This video goes through features updated in Version 1.12.2 (released 29 January, 2020).
This is a short demo of a feature in my game Starborn: The Fallen for SMILE GAME BUILDER.
This video showcases the different phases for building the house. The building time is sped up for the purposes of the video.
The basic idea behind the house-building is to gather materials to build a house in the same style as many other building games. It’s part of a larger, more comprehensive crafting system, where you gather materials to build houses, craft potions, upgrade weapons and armor, and so on.
The "Book of Stats" for my SMILE GAME BUILDER game Starborn: The Fallen is complete, now with a working Karma System. Decisions MATTER!
Each of the stats updates during the game. I’ll post more about them and the Karma System later.
Game Development will continue with a basic farming/crafting system next.