One of the side-projects I’ve been working on is a "useable phone", where you can call a phone interface and select its apps to toggle certain settings ON or OFF (such as Party Train) and call certain functions (such as the Save Menu) from within SMILE GAME BUILDER. Development History […]
Following on from his previous tutorial, Smooth Status Bars, Mottzy demonstrates advanced techniques for a dynamically moving HUD without the need for an additional overlay. Advanced Bars & Gauges Video Tutorial The video below is a two part tutorial. The first part shows how to set up the HUD and […]
For the next video in the Mottzy Minutes tutorials series, Mottzy demonstrates something I’m sure many of us can use in our games. Smooth Status Bars It’s a simple but effective method for implementing a dynamic HUD for, in this case, an Insanity stat, but it can be adapted easily […]
While experimenting with Smile Game Builder‘s graphics, I decided to try and beautify the windows. And this is the result.
This week’s Smile Game Builder, the first in a series on HUDs, is a simple item collection HUD (based on a herb collection quest).
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 […]
The focus of this week’s tutorial is Player Direction (a new feature added with v220.127.116.11). 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).
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 […]