Smile Game Builder Tutorial 55: Beam Me Up, Scotty!
Posted in Tutorials

Smile Game Builder Tutorial #55: Beam Me Up, Scotty!

This week’s Smile Game Builder Tutorial #55: Beam Me Up, Scotty! is uploaded. Enter passcodes to teleport to different maps via a teleporter or warp gate event. It’s a bit like the Teleport Mirrors in Might & Magic World of Xeen. Perfect for adding variety to your game!

Video Tutorial

Extended Version

There is no extended version of this tutorial, but check my social media – Twitter, Pinterest and Facebook – or this blog for updates.

Smile Game Builder Tutorial 53 - Let's Party
Posted in News & Updates Tutorials

Tutorial #53: Let’s Party! On Schedule

This week’s Smile Game Builder tutorial is on schedule for tomorrow (in its usual Sunday/Monday slot). However, my planned topic has changed.

I’m also making a few changes to the way I deliver videos. Dailymotion is no longer viable option for videos; output is limited to 360p, which renders tutorial videos in particular useless. (If it was in my budget to "upgrade" I might consider that for resolutions up to 1080p max, but most likely not even then. I may just inactivate my account there now.)

The more viable alternative is DTube. This is something I’m seriously looking into, although I’m still holding back on committing to it. This is for no other reason than I’m studying it very closely and considering what kind of content would be most suitable, whether the Smile Game Builder and RPG Maker tutorials/videos would be suitable there, and whether post-livestreaming videos would also be an option.

I’d like to continue providing regular quality videos (tutorials and showcases) for both SGB and RMMV on platforms that don’t limit creativity or false-flag videos for content. And at the same time give higher-resolutions suitable for most devices.

Smile Game Builder Tutorial 53 - Let's Party
Posted in Tutorials

Smile Game Builder Tutorial #53 – Let’s Party!

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.

Video Tutorial

Extended Version

There is no extended version of this tutorial, but check my social media – Twitter, Pinterest and Facebook – or this blog for updates.

Next Tutorial

I’ll decide on next week’s tutorial next week. Hopefully back on track with Doors again.

Smile Game Builder Tutorial 51 - Tips & Tricks (Part 8)
Posted in Tutorials

Smile Game Builder Tutorial #51: Tips & Tricks (Part 8)

This week’s Smile Game Builder Tutorial is #51, Tips & Tricks (Part 8) is finally up. It focuses mostly on tips using the new 1.11 update.

Video Tutorials

There are two versions of this tutorial, the short version and the extended version. Extended versions have extra tips, tricks and features in them. Watch the version you prefer.

Extended Version – DailyMotion

More DailyMotion Videos: You can watch more videos in the DailyMotion Tutorials & Showcases Playlist, which includes extended versions of tutorials and showcases of some of my assets.

Short Version – YouTube

More YouTube Videos: You can watch more videos in the YouTube Tutorials & Showcases Playlist, which includes all the previous tutorials, as well as some of my RPG Maker stuff.

Tutorials in Video

  • Change Character Names
  • Names in Message Windows of Added/Removed Party Members (Extended Version)
  • Random Guardians (Two Ways)
  • Random Guardians (One Way)
  • Inventory Slots

Reasons for Two Versions

This will become the norm from now on: A "smaller" version for YouTube and an "extended" version elsewhere. (I’ll write an article on the reasons for short and extended tutorial versions to explain the logic behind this a bit later.)

Smile Game Builder An Anatomy of Switches - Part 1: Basics
Posted in Tutorials

An Anatomy of Switches
Part 1: Basics

What Is A Switch?

A Switch is a function that allows you to trigger certain events when the switch is activated. Those familiar with RPG Maker in particular will already know about switches and the same applies in Smile Game Builder.

In Smile Game Builder, there are five types of switches:

  • Local Switch
  • Global Switch
  • Variable Switch
  • Conditional Switch
  • Trigger Switch

In this article, I’ll go through each one in turn, with examples as necessary. This is a basic outline of each type’s function within SGB, but in future parts I’ll expand them with more details.

Local Switch

A Local Switch is unique to each event. That means that they can only be used in that event and values can’t be transferred to other events.

Some of the more common uses of local switches are for chests and other searchables. They’re also used in certain “stationary” events, such as moving NPCs left or right if you give them specified items.

You’d use local switches when you know you’re only going to use them in single events and nowhere else.

There’s only one Local Switch and, honestly, that’s all you need.

Global Switch

Whenever you want to use switches across events, you’d use a Global Switch.

One example might be if you wanted to trigger something from one map and activate it on another map. A global switch is particularly useful for this, since it can be used anywhere in your game and, therefore, can be turned ON or OFF at any time as well.

SGB has a total of 999 switches, which may seem a lot, but it still mounts up if you use them excessively. It’s better to use a combination of the switches in this list, depending on what you intend to do.

Variable Switch

A Variable Switch is for using variables to trigger other events based on their values.

I’ve used variable switches for sequencing event triggers in intros or cut scenes, notably in Tutorial #21.

Another example is for checking Player Direction or Camera Mode. Their values are stored in a variable, which can then act as a switch depending on the direction the player is facing or whether the camera is in normal view or first-person view.

Things like Held Money or Inventory (in the Event Sheet Conditions) can also be classed as variable switches, since their values are stored.

Conditional Switch

Conditional Switches are specifically for when you use conditions in Event Sheet Conditions, such as toggling switches (Event Switch/Switch) or checking if an ally is in the party (Ally/Party).

If any of the specific conditions are true, then the event triggers as a switch so that the events in the Event Details will activate.

Conditional switches can also be used in Event Panels. In Event Switches/Condition Checks, Check Variable Box and Check Switch Box are conditional switches because they do something based on certain conditions. (A lot more will be added in the future.)

With Conditional Switches, if you have more than one in the Event Sheet Conditions, then all of them need to be met in order to run the event.

Trigger Switch

The final type of switch is the Trigger Switch. This is set in the Event Details and activates depending on which one you use.

The most common is When Main Hero Talks, where if the action key is pressed, then whatever you put in the Event Details will run to execute the event. It’s usually used for opening doors and chests, or talking with people – interacting with other events requiring some kind of action.

The two other Trigger Switches of note are Triggered Automatically (1 Time Only) and Automatically Start (Synchronize and Run Repeatedly), which work in similar ways, but with some major differences.

The former activates once when conditions to trigger the event are met and the latter runs repeatedly in the background when the conditions are met and will continue until those conditions become false.

In Tutorial #15, there’s a more detailed explanation of event triggers as a whole, which you can watch to see how each one works.

Notes About Switches

  • Switches can be used in the same way in Common Events as events placed on maps.
  • Event triggers (in Event Details) affect how events are run. With the exception of Triggered Automatically (Repeated) and Automatically Start (Synchronize and Run Repeatedly), the events will run through once until the end is reached or their conditions change.
  • Switches in general can be used in one of two ways:
    1. Placed as Event Sheet Conditions, where the events will run depending on the trigger and the condition(s) being met, or
    2. If used in the Event Details, conditions on other sheets (up to a maximum of 20 per event) will run. This will continue until all conditions are met or there are no other conditions.
  • Automatically Start (Synchronize and Run Repeatedly) takes priority over all of the other triggers, which also affects when and how switches are activated.

In Conclusion

This concludes the first part of the multi-part series An Anatomy of Switches. In the next parts, I’ll go through each one in more detail and how they can be used effectively for all kinds of things. I’ll also reference their use in my tutorials as that arises.

Note that these are not the “official” categorization of switches. They’re my own, which I’ve deemed easier to reference and which I’ll be using in future parts.

Posted in News & Updates

Another Update – Some Good News!

I’ve been going through my extensive "To Do List" and tackling one thing at a time, slowly but surely, starting with the more graphic heavy stuff. That is, now that I know exactly what my new computer is capable of!

There won’t be a tutorial this week, but starting next week the tutorials will resume as normal. And also next week (or the week after that) I’m going to start live-streaming. I’m moving more towards streaming Elder Scrolls Online and will also try some Smile Game Builder stuff.

To Do List Progress

For those who are interested, this is what I’ve crossed off the To Do List so far:

  • Hi-Tex House Terrain Pack

    The pack is almost finished. I’m doing some final tweaks and adjustments before its official release. There are 291 assets in this pack (69 Stucco Wall, 69 Stucco/Red Brick Wall, 69 Stucco/Orange Brick Wall and 69 Stone Wall terrains), 11 Floor terrains and 4 models (1 matching lintel model for above doors and 3 table variations).

  • Better Tutorials

    I’ve been working on revamping the format and layout of my tutorials (hence the delay), including some in-between movie sequences. This is taking the longest time, of course, but that part is almost finished. And you can see some of them in the next tutorial.

  • Testing Games & Assets

    I’ve received a lot of SGB games and assets over the past year. Unfortunately, because Dinosaur wasn’t quite capable, I wasn’t able to record and play at the same time. The new computer can do just that, so to start, these are the games I’ll be play-recording to begin with over the course of the next few months:

       » In Vitra (finally!)
       » I Am Here
       » A Healer Only Lives Twice (from the DLC).

Because I have Thursday through Sunday off, most activities will take place on these days. With the exception of Sunday’s regular tutorials, there probably won’t be a regular schedule for the other things, so I’ll keep you updated here.

Bear with me with the tutorials, they ARE resuming soon!!

Smile Game Builder Tutorials with Tryggr
Posted in Assets

Quick Update on Tutorials

Here’s a quick update on the Smile Game Builder tutorials. I’m waiting for my new computer to arrive (scheduled for next week) before continuing with the tutorials. And then once the computer is here and set up, the tutorials are going to be restructured a bit.

Besides, I’ve been focused on the Hi-Tex Packs so that they can finally be released this month, starting with the House Terrain Pack. And talking of which, here’s what the pack contains so far:

  • Stucco Wall Terrain (69)
  • Stucco/Red Brick Wall Terrain (69)
  • Stucco/Orange Brick Wall Terrain (69)
  • Stone Wall Terrain (69)
  • Floorboard Terrain (5)
  • Lintel Model (1)

I’m doing some last minute testing and tweaking, so these may change before the final release.

Smile Game Builder Tutorial 50 - Revisiting & Updating Previous Tutorials
Posted in Tutorials

Smile Game Builder Tutorial #50: Special Edition (Part 1) – Revisiting & Updating Previous Tutorials

Tutorial #50 for Smile Game Builder is up! This "Special Edition" revisits some of my previous tutorials and brings them up-to-date, mostly to take advantage of Common Events.

Video Tutorial

Covered are:

Anomalous Voice

Incidentally, at 17:28, after "In the next part", is someone else’s voice saying "Yes". It definitely wasn’t me and there were no other sounds or external noises. Did I capture an "anomalous voice" or EVP? What do you think?

Smile Game Builder Tutorials
Posted in News & Updates Tutorials

Update For Tutorial 50

Yesterday, to celebrate the fiftieth video in my Smile Game Builder tutorials series, I decided to finally do the exporting to Android tutorial. However, it took an inordinate amount of time to do and my computer crashed several times. I was so frustrated I gave up on it for now.

Unfortunately, any SGB/Unity tutorials I had scheduled will now have to wait; my computer just can’t handle it. So I’m saving up for a new computer. If you’d like to donate towards this, you can use my PayPal. Any amount will be greatly appreciated and will go towards the new computer, allowing me to create more tutorials and start live-streaming, notably more AAA games.

Regular tutorials will continue as normal, however, including bringing my older tutorials up-to-date in line with the current build updates.

Smile Game Builder Tutorial 49 - Waypoints Revisited - Resurrect at Set Waypoints
Posted in Tutorials

Waypoints Revisited: Resurrect at Set Waypoints – Smile Game Builder Tutorial #49

The Smile Game Builder Tutorial on waypoints, Waypoints Revisited: Resurrect at Set Waypoints, is now up.

You can set up a waypoint system where, after you die in battle, you’ll resurrect at a "stored" waypoint location. And you can register any waypoints you find on a wall map!

Video Tutorial


The methods for returning to waypoints after defeat in battles only applies to events. It can’t be used with 3D Battles with respawning monsters placed in Map Settings.