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”
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”
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)”
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”
Continuing from the Part 1 of the Working with Conditions tutorial, we set up an event where a woman approaches the player after you have a certain item (lemon balm). She then asks if you want a potion before running off into the nearby forest. Continue reading “Smile Game Builder Tutorial #10:
Working with Conditions (Part 2)”
This tutorial shows how to use conditions effectively in Smile Game Builder, including what they are and how they function.
Part 2 will continue with conditions, where if you have a certain ingredient a "potion maker" will automatically appear and run towards you. She’ll then offer to make a potion for you. Continue reading “Smile Game Builder Tutorial #9:
Working with Conditions (Part 1)”
In this tutorial, the final one in the Characters & Party Members series, I go through additional options for Eldred to join the party:
- If a certain party member is in the party
- If you’ve visited a certain location
- If you’ve defeated a certain monster