As many of you know by now, I do plan my tutorials in advance, so the next planned Smile Game Builder tutorials right now (in no particular order) are: These are all subject to change, but these are the immediate plans I’ve laid out. Notwithstanding
Smile Game Builder‘s built-in camera control is a very useful feature, especially when it comes to achieving certain map effects during the game. Camera Settings Variables In Advanced Variables, you can store the values of various camera settings into variables and reference them throughout. In
This week’s Smile Game Builder video tutorial is another "tips & tricks" video, where I’ve answered some of the how-to questions my commenters have asked. Tutorial Video The topics covered in this tutorial are: Use Mobile Devices as Gamepads I also mentioned in the video
In Smile Game Builder, you can store and reference various character stats via Advanced Variables. Character Information Under Character Information, you can store: Each stat is stored in a separate variable per character. If you intend on using all of them with a full party,
For this week’s Smile Game Builder tutorial, I’m going through the process of creating a public game, from start to finish, once you’ve created your game. Video Tutorial This has been requested a number of times, so I thought I’d make a tutorial for it.
Every game must have an element of randomness to it, not only to add an element of surprise to the game but also to increase its re-playability. In Smile Game Builder, assigning a random number to a variable is as easy as setting its minimum and maximum values.
In Part 1 of the Variables in Smile Game Builder series, I went through what variables are, the two types of variables (Basic and Advanced) and their roles in Smile Game Builder. Preamble Although I already did a video tutorial on Advanced Variables in Tutorial
A Variable is simply somewhere to store numbers or values so that they can be referenced later. There are two types of variables in Smile Game Builder: Basic and Advanced. I’m going to be as comprehensive as possible with this series. However, you can skim
In the final part of Parallel Events in Smile Game Builder, I focus on Triggered Automatically (1 Time Only) and Triggered Automatically (Repeated), further expanding on their uses and functionality.
In Part 1 of this series, I discussed what parallel events are and briefly each of their functions. In this second part, I’ll expand on Automatically Start (Synchronize and Run Repeatedly), which I’ll refer to as Auto-Start Sync from now on. The Auto-Start Sync Trigger