This tutorial was deferred from its usual Sunday slot because of a hectic work schedule. So, the tutorial I wanted to upload wasn’t quite finished. Instead, I put another tips and tricks one with some of the ideas I’ve had for a while.
This week’s tutorial, #18: Tips & Tricks (Part 3) has been uploaded but release is deferred until Tuesday. This is only because of my work schedule. I had an extra shift, which threw me off slightly as far as time management. Included in this tutorial
As part of the ongoing experiments with the "Old Ruin" High Quality Assets, I created two more assets for Smile Game Builder. Except in package title, there’s no real theme yet. It’s been more of an experiment as inspiration strikes. Stone Wall Terrain The first
A while ago (29 October, 2016, to be exact) I posted on Twitter and Facebook that a new high quality SGB mapset was in development. It started more as an experiment than anything else, but I’ve actually been making progress on it, on and off.
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
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
Welcome to the Smile Game Builder Athenaeum.
An "athenaeum" is an institute or place for promoting learning. And that’s intention and purpose of this site, a repository for all of the tutorials and resources I’ve created for Smile Game Builder.
In this tutorial, I share some more tips and tricks for Smile Game Builder. These are things to enhance or build your game or things that don’t really fit larger tutorials and FAQs.
The focus of this week’s tutorial is Player Direction (a new feature added with v188.8.131.52). 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).