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 v126.96.36.199).
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:
This tutorial showcases some of the BIG new features for Smile Game Builder Version 188.8.131.52 (updated 23 December, 2016), including the long-awaited 3D Battle! Continue reading “Smile Game Builder Tutorial #18:
New Features Showcase – 3D Battle, Player Direction & VR”
This short tutorial, the first in a series, is dedicated to small tips and tricks to enhance or build your game, things that don’t really fit larger tutorials and FAQs. Continue reading “Smile Game Builder Tutorial #17: Tips & Tricks (Part 1)”
This tutorial shows how to create a basic relationship system, where the player gives gifts to female NPCs to build "likeability".
Each NPC has a "relationship rating", which, when it’s high enough, gives the option for marriage if a rainbow amulet is in the player’s possession (an idea borrowed from Skyrim). Continue reading “Smile Game Builder Tutorial #16:
In this tutorial, I make use of triggers, notably the autorun parallel trigger. The idea is to set up a meeting with three characters. Once they’ve all been summoned, a message will appear telling you to return to the house for the meeting.
A number of switches and event triggers are used to achieve the goal of this tutorial. Continue reading “Smile Game Builder Tutorial #15:
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”