This is another experiment with animated graphics sequencing in Smile Game Builder, this time with a door.
This uses 30 frames, which is a bit too much, so ideally in between 8 and 12 frames is sufficient.
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: