In this week’s tutorial, I give some insight into customizing more of the system graphics in Smile Game Builder, specifically message windows. This includes normal message windows, dialogue windows and the status window.
Message windows are only the tip of the iceberg when it comes to customizing system assets. In Tutorial #30, I covered graphics not directly importable via Add Assets. They are the Game Over image, equipment items (status screen) and message wait cursor (animated).
Also mentioned in this tutorial is Branneg Guthinol, an ex-gladiator grown fat from his successes. He will be a character in a game planned RPG Maker MV game, The Gladiator Program: Genesis (some time in the future).
I couldn’t leave my character Branneg Guthinol alone! Here he is – imported and fully textured – in Blender!
The next step is to unwrap his UVs and composite them into something Smile Game Builder can work with.
And for the record, this will not be a public asset, as the models and materials are licensed through Daz 3D for external purposes, such as game development.
Regardless, this is still just good practice for me!
Branneg GuthinolBranneg Guthinol is another Smile Game Builder asset experiment. I just wanted to see if it worked properly. And it does!
I doubt he’ll ever appear in any game, as it’s just an experiment and nothing else. It’s fun trying these things out for SGB. Now, if only I could make a 3D model of him!
And by the way, I also created the parchment graphic for the window to give a kind of Roman or medieval feel to the dialogue box. (I’ll cover that in this week’s tutorial.)