I created a glass door with see-through glass, continuing with the experimenting with transparency in Smile Game Builder.
Tutorial for SubscribeStar Patrons
A full tutorial on how to create transparent glass or windows in SGB is coming soon exclusively to monthly SubscribeStar patrons.
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 HistoryWhile development initially began more as an experiment for a unique icon-driven custom menu, I quickly realised how much it resembled a cellphone layout, with all its apps neatly laid out on-screen.
So I began redesigning the layout and interface to look more like a typical cellphone. And I began planning which features could be used as apps.
Although it’s still a work-in-progress, I will continue work on it over time. There are plenty of bugs and some of the routines don’t quite function as intended, so I still have a long way to go before a fully functioning phone custom menu.
Some app functions, such as the Equipment and Jukebox, may not be viable or achievable, so they might need removing or replacing.
Custom Menu Online Classes/Tutorials
At the end of July to the beginning of August, I’m going to start work on a series of courses or online classes dedicated to creating custom menus for SMILE GAME BUILDER, which will be available on the Gnome Treasure store.
During the course, you’ll learn how to create unique custom menus from start to finish, from a simple "settings menu" to something more complex like the phone custom menu.
I’m not sure of pricing or format yet, but that’ll develop over time, and I’ll make the announcements here and on Twitter.
Yes, that’s right! I have officially joined the SMILE GAME BUILDER Summer 2020 Game Jam, hosted by AmalgamAsh.
This is the first game jam I’ve entered. I wasn’t going to enter at all, but I figured why not?
I’m constantly asked why, if I’ve been with SGB since the beginning, haven’t I produced any games? It’s a valid question.
Aside from creating my SGB Tutorials, part of the problem with entering game jams (and the reason I haven’t entered any yet) has been motivation and focus because…life and work, y’know! Hence, this game jam will provide the opportunity to refocus and fuel the motivational drive and determination to publish a game, even a short one or a demo at this point.
So my official entry into the Game Jam is Enigma of the Wulf, which is a short mystery-drive game. It mostly uses the default models, with a few additions from the Type-B Friends with Symbols and G-Style Modern City Resource Pack Vol. 1 DLCs.
I won’t divulge too many details yet, but will continue working on it on my days off until the end date (maybe before then).
If development on the game continues after the Game Jam ends, I’ll further expand the storyline, create new models – including animations – and assets for it, and create a separate section here and on GameJolt for progress update.
The SMILE GAME BUILDER Summer 2020 Game Jam is now on! Submissions open from July 19th 2020 at 6:00 AM to July 31st 2020 at 6:00 AM.
The game jam is created by AmalgamAsh, whom you might know from his SMILE GAME BUILDER Playthroughs.
Let’s make games, demos, experiences, proof-of-concepts, or shareable battle systems / puzzles / maps!
So why not show off your game design skills and enter the jam? And have fun while doing so!
I’ll look forward to seeing what you all come up with!
Those who follow me on social media already know about the various projects I’m working on, including my games.
Various Game Engines
I’ve tried my hand at various genres and storylines, inculding a quasi-biographical game entitled Confluction, but none of them really progressed beyond initial concept. There are numerous reasons behind this, but the main one seems to be that they haven’t felt "right".
In a recent announcement on the SGB Discord, I stated:
My problem is that I have so many ideas bouncing around in my head and not enough time to implement them all. This then becomes fingers-in-too-many-pies syndrome and none of the games actually reach completion. So to resolve this, I started looking closer to topics I’m interested in and conversant with, and eventually settled on a theme.
Game development on "Starborn: The Fallen" will most likely migrate to GameGuru MAX (official release September) and development on "Relationship Sim" will be for SMILE GAME BUILDER.
The next goal was to determine which engine to use for the overall feeling and outcome. I settled on SMILE GAME BUILDER for "Relationship Sim" (a previously planned but now resurrected game idea) and GameGuru MAX for "Starborn: The Fallen".
Why GameGuru MAX? Why Not Unity?
Someone in Discord asked why I’d use GameGuru MAX for Starborn: The Fallen rather than Unity or the Game Creator asset for Unity (interpretably haughtily).
My answer was probably rather terse, so I thought I’d expand it here. What I won’t do here is extol GameGuru MAX’s virtues or lament its drawbacks.
Now I responded that I wanted to try something different. Since I’ve been using GameGuru (not necessarily intending to produce a game with it) on and off for awhile, I saw the potential for a small yet simple horror-style game because of its post-effects, like lighting. Furthermore, some of the models in the add-on packs were (are) perfect for this purpose.
However, as before the "feeling" just wasn’t there, so the motivation dwindled. I continued creating the maps for the game – sometimes from scratch, sometimes randomly generating landscapes – and soon realised that some of the maps bore a striking resemblance to those in Starborn. This was purely subconscious; I wasn’t planning on it.
This then prompted me to delve further into GameGuru as a whole. Although I still need to learn its programming language, Lua, it is more lightweight than the C# that Unity predominantly uses and, while not primarily an object-orientated programming (OOP) language, primary classes and tables can be used to store data and create objects. I wrote a very simplistic script to store some basic information for an equally basic quest log (admittedly partially functional and very buggy).
Completely by accident, I saw a trailer for GameGuru MAX so decided to preorder it in February and recently received the first alpha release. This seriously lacks in actual content but it is a vast improvement on its predecessor, with a better, more intuitive interface and a built-in character creator. I even tried importing some of my own hi-tex models into the engine and was impressed with the results.
So, I made that executive decision to migrate Starborn to GameGuru MAX. I’ll continue working on the game (intermittently) until its official release in September.
Relationship Sim (SMILE GAME BUILDER)
And I will resume development on my SGB game, "Relationship Sim", which I started some time ago. This was loosely based on and inspired by an old tutorial I did, #16: Relationship System.
I particularly like those kinds of games where choices matter and actions have consequences, which result in multiple endings based on those choices.
Relationship Sim is no exception in that you can follow the path of faithful boyfriend or cassanova. Each path has a different outcome and different influences on other characters.
Susbsequently, the "relationship system" is potentially quite complex. SGB’s limitations at the time became one of the major reasons the project was placed on hold. Now, with some of the newest additions (notably displaying text as images and string variables), it’s more viable to create a specific HUD style without having to rely exclusively on graphics for names, relationship status, etc.
My SubscribeStar patrons will also gain access to "mature" or "adult" content. This won’t be sexual in nature, not gratuitous but more inferred, and it’ll be optional content for those who want it.
With that said, I’m going to start development on Relationship Sim from scratch, expanding upon and improving its old system to accommodate the new updates.
Working on both projects at once – plus my tutorials, my model packs and live-streaming – will demand much of my time, but with proper micro-management of time I should be able to juggle them successfully.
Although there won’t be updates on Starborn: The Fallen until September (when it’s officially launched), updates on Relationship Sim will be posted on social media and in the SGB Discord.
The Modular Henge Pack Vol. 1 is coming soon as part of my growing Hi-Tex Assets range.
Because it’s all modular, each component is designed to fit together to flesh out your henge. Perfect for that "ancient site" vibe!
This is a smaller pack compared to my previous packs, but I aim to release smaller packs more often from now on.
The game I’m working on for SMILE GAME BUILDER – for those who don’t already know – is entitled Starborn: The Fallen.
Its current game dev home (for now) is on Gamejolt. You can follow the project there if you want to keep up-to-date with its progress and development.
Here’s a game dev showcase video for the game’s intro scene.
The video is hosted on DailyMotion, but you can also view the YouTube version if you prefer.
Game Development Notes
Game development will continue with fleshing out the story first before focusing on graphics, 3D models and animations, so will use many default models for now. Over time, I’ll add more custom assets (including models) and will showcase them in future videos.
I’ve been experimenting with a new Stats Log for SMILE GAME BUILDER. Here’s a screenshot. I’ll add more stats as time goes by.