Following from the previous video, Lisa’s Eggs, Lisa wants you to create an omelette before she will join. This is the last Tutorials Extra in the Characters & Members series for awhile.
The newest Smile Game Builder Tutorials Extra #X05 video is now online.
Before she joins the party, Lisa demands that you collect eggs from her chickens, but be careful! They’ll peck you!
The SMILE GAME BUILDER Tutorials Extra X03: Marie’s Flowers focuses on fetching Marie’s roses so she will join you. There’s a neat feature – MMORPG style – where the flowers have a "particle effect" that’ll disappear when you collect a rose.
Tutorials Extra Part #X04
The next part of the Tutorials Extra series will focus on Ignaz, who (in the original tutorial) requested money before he would join. He wanted a fixed amount, but this time he’ll request a random amount.
Jacob Mann has offered a comprehensive tutorial on using Mixamo with Smile Game Builder’s popular B-Style characters. And the best thing about this method is also compatible with Unity when exported with the Exporter for Unity DLC.
Support Tool for Making FBX Motions Files with Blender
There is a useful and necessary tool, called TimeSpanEndFixTool (provided by SmileBoom). It’s at the very bottom of the page.
What this tool does is fixes the end frame limit of 60fps so longer animations don’t play to the end.
It might come as no surprise that creating animated character models for SMILE GAME BUILDER is one of the commonest questions asked.
While this in itself isn’t as complicated as it may seem at first, there are a number of rules you need to follow to successfully create and import character models into SGB, notably with bones and armature.
Jacob Mann has produced a video that comprehensively explains the process from start to finish on YouTube. It’s well worth watching if you’re a relative beginner and wish to create your own 3D characters.
Although there is a plethora of tutorials on armatures, many are for more general creation and don’t take into account SGB’s especial bone structure and format, which may lead to some weird, undesired effects in SGB itself. Jacob’s video is tailored specifically to SGB and makes it easy to understand how animations are created and how they work in Smile Game Builder.
This week’s Smile Game Builder tutorial, Let’s Party!, is all about party and party members. Thanks, notably to the Version 1.11 update, you can do much more with your party members, including the caterpillar effect we no doubt know so well from RPG Maker.
I’ll decide on next week’s tutorial next week. Hopefully back on track with Doors again.
Yes, it’s true! SmileBoom has released Smile Game Builder‘s awesomest update to date – a 3D Character Editor! – along with a few other updates.
- We’re proud to bring you our newest batch of DLC–the "3D Character Editor". As we stated on our June 23rd press release, those that purchased SMILE GAME BUILDER before the summer sale will get this DLC for free.
- 3D models made with MQO format can now be imported. (Beta Version)
- The main interface of SMILE GAME BUILDER can be edited with an external file. The text will be unofficial, but this feature will enable you to make the UI available in multiple languages.
- In "Edit Game Data" > "Game Terminology", some uneditable words within the games can now be edited.
- Added a new command, "Allow/disallow player from running".
- Added a new command, "Change the Player’s Movement Speed".
- You can now change the display location of windows for shops, inns and choices from the event panels.
I will be showcasing the 3D Character Editor this week (probably as Sunday’s regular slot), as well as its other updates.
The game won the Bitsummit Award in 2015, given to those stand-out games, and deservedly so! It’s a remarkable DLC with plenty unique animations and characters to use in your games.
All in all, this Smile Game Builder DLC is quite remarkable, notably for its animated motions, which are uniquely customized. It comes with 95 models in total including its color variations. And there are a few other surprises in it too, which I’ll let you discover on your own.
I would highly recommend this for all Iron Will fans, and those who aren’t familiar with it as well.
Daniel Rottinger is creating some awesome tutorials on his channel SmileGameBuilding.
One of them is using Agility as a method to display an overhead map from an item.
This is a very cool way of doing it. I wouldn’t have thought to use stats this way, but the characters and stats is an area I haven’t touched yet.
Hence, I’d like to give him a shout. Be sure to visit his channel for more videos. I’m sure there will be plenty more!
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!