Following is a list of all the video tutorials – latest first – that I have available (along with the version numbers):
¶ This is undergoing a reform so it’ll appear unfinished until, well, it’s finished!
- #60: Music & Sound – Background Music and Sound, with a special focus on two minstrel events.
- Fading BGM In/Out
- Random Music on Entering A Pub/Inn
- Bard Plays Song on Request
- #59: Campsite (Part 1) – A two-part tutorial is inspired by Final Fantasy XV’s Campsite system, where players can relax and converse at camps. Part 1 is the basic setup and Part 2 will expand on this idea by having campsite locations ("havens" in FFXV).
- #58: Tips & Tricks (Part 9) – How to create console-like commands (using String Variables) and animated terrains.
- Preset Passwords
- "Shake n Flash Effects" Console-Like Commands
- Creating Animated Terrain
- #57: Local Variables (Part 2) – A continuation of Tutorial #56 focusing on Local Variables in the Compass Four-Direction common event.
- Compass Common Event Improved
- Compass Item
- #56: Local Variables (Part 1) – A showcase of Local Variables and some of the things that can be done with them.
- Random Message
- Random Conversation
- Wandering Minstrel (Random BGM)
- #55: Beam Me Up, Scotty! – Warp gates and entering passwords to teleport to various locations. Rather like the Teleport Mirrors in Might & Magic World of Xeen.
- #54: Game Over…Or Is It? – Change Game Over to make your game overs more interesting.
- Change Game Over
- Resurrect on Spot
- Resurrect Using Variables
- #53 – Let’s Party! – 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.
- Party Train ON/OFF
- Reorder/Add/Remove Members
- #52: Passwords – How to create and use passwords in Smile Game Builder (using new features from v1.11).
- #51: Tips & Tricks – Part 8 – Focusing on some of the useful things you can do with Version 1.11 (new update for May 17, 2018).
- Change Characters’ Names
- Fight Random Guardians (Both Directions)
- Fight Random Gardians (One Direction)
- Inventory Slots
- #50: Special Edition (Part 1) – Revisiting & Updating Previous Tutorials – To celebrate the 50th video in the series, it’s time to revisit previous tutorials and updating them to make use of the latest updates, notably Common Events.
- #49: Waypoints Revisited – Resurrect at Set Waypoints – How to set up a complete Waypoints System, where you "store your essence" and resurrect at the the selected waypoint.
- #48 – This tutorial is, unfortunately, MISSING!
- #47: Tips & Tricks (Part 7) – A short tutorial comprising a few short tutorials to add flavor, dimension and depth to your games.
- Appearing/Disappearing Snowman (Static)
- Appearing/Disappearing Snowman (Conditional Variable)
- Timed Appearance/Disappearance (Reference Only)
- Opening/Closing Curtains
- #46: Exporting Games for Unity (Windows) – How to save games from SGB for use in Unity (the first in a series on Unity/SGB) and export them to a Windows standalone program.
- #45: Teleportation – Keypress & Waypoints – Two methods for teleporting from one map to another. The first is pressing the Dash key to teleport to preassigned locations on maps, and then second is using waypoints similar in style to those used in games like Elder Scrolls Online.
There is also a fix for Tutorial #44, where after completing the herb quest the first time, you couldn’t collect the herbs the second and subsequent times you accepted the quest.
- #44: Basic HUDs – Collect Herbs Quest – A simple Head-Up Displays (better known as HUDs) based on item collection, where you receive a quest to collect herbs and the HUD updates according to the number of herbs you’ve collected.
- #43: Quests on Different Days of the Week – Setting up a quest system, where on each day of the week, an NPC will give you a different quest.
- #42: Tips & Tricks (Part 6) – Four more tips and tricks to try. The first two draw their inspiration from Final Fantasy VI and the other two are tweaks to make games look more interesting.
- Moogle Charm (FFVI)
- Storing the Moogle Charm
- Message Image
- Display Map Name
- #41: Mini-Map with Player and Quest Markers – Create a mini-map with a player and marker with this week’s Smile Game Builder tutorial. This can easily be adapted and added to with a bit of tweaking.
- #40: Customizing Graphics – Terrain – A how-to for creating basic terrains in Smile Game Builder. Nothing fancy, like animated terrains, just the anatomy of a terrain, using several sizes to demonstrate how they work in SGB.
- #39: Tips & Tricks (Part 5) – Another tips & tricks video, including some how-to comments.
- Enter/Exit in 3D View
- Locking Moved Events After Exiting/Reentering Maps
- Climbing Up/Down Terrain
- #38: Creating A Public Game – Going through the process of creating a public game, from start to finish, once you’ve created your game.
- #37: Customizing Graphics Message Windows – Some insight into customizing more of the system graphics in Smile Game Builder, specifically message windows.
- #36: Tips & Tricks – Advanced Variables (Part 2) – More about advanced variables and show what else you can do with them.
- Event Height
- Fake Windows Error Message
- Camera Mode
- #35: Customizing Graphics ("Hidden" System) – How to customize some of the "hidden" graphics, i.e., those not directly importable via Add Assets. They are the Game Over image, equipment items (status screen) and message wait cursor (animated).
- #34: Skyrim Styled Book-Reading – Create a Skyrim styled book-reading system, where you can press the left and right keys to flip through the pages, and the cancel key to close the book.
- Single Bookcase
- Multiple Bookcases
- #33: Advanced Crafting – Cooking – Revisiting Cooking (from Tutorial #24), setting up a Cooking Level and Cooking XP.
- #32: Animated Pictures – A short and simple technique to add animated images to Smile Game Builder. These could be used for a variety of things and effects.
- #31: Battle System – An overview tutorial on Smile Game Builder’s Battle System and my own thoughts on it.
- Battle (Game Data)
- Character Stats
- Character Battle Commands
- Monsters – Basic Settings
- Monsters – Resistances
- Monsters – Action in Battle
- Spawning Monsters on Maps
- Battle Backgrounds
- Monster Position
- #30: Tips & Tricks – Chests (Part 2) – A continuation tutorial of my previous Tips & Tricks (#28) video on Chests.
Some of these techniques are simple and straightforward, but (as mentioned in Part 1
) this is intended as a comprehensive guide, based mostly on the Complete Chests Tutorial I did for RPG Maker.
- Multiple Keys to Locked Chests
- Evading Traps
- Disarming Traps
- Respawning Chests
- Defeat All Monsters
- Count # Chests Opened
- Teleportation Chest (Portkey)
- Teleportation Chest (Apparition)
- Chest Blocked by Fire
- Chest Blocked by Ice
- Magically Sealed Chest
- #29: Tips & Tricks (Chests) – Part 1 – This Tips & Tricks video is a multi-part tutorial on treasure chests.
The aim of this tutorial is to be as comprehensive as possible with as many methods as possible to add some dimension to your games.
It’s mostly based on the Complete Chests Tutorial I did for RPG Maker, converted for Smile Game Builder. Some methods from RPG Maker aren’t viable in SGB, but I’ve included them for consistency.
- Basic Chest
- Locked Chest
- Random Contents
- Combination Lock (Not Quite Viable)
¶ As of Version #52 you can create a combination lock.
- Trapped Chests
- Picking Locked Chests
- Items by Character Level
- Items by Character Level (Alternative Method)
- Front Opening (Covered in Tutorial #14)
- Random Gold (Not Possible)
- #28: Tips & Tricks (Combat) – This tutorial is mainly for combat, including some FAQs and how-to’s answered.
- Fog of War Effect (FAQ)
- Action Battle System (FAQ)
- Final Fantasy Mystic Quest Battlefield Simulation
- Setting 3D Battle Backgrounds/Characters
- Pokemon Style Combat
- #27: Tips & Tricks (Part 4) – More Tips & Tricks rounding up some of the requests and how-to’s I’ve received.
- Stopping Map Autorun Events
- Doors Revisited
- Random Encounters or Events
- Walking on Water or Ice
- #26: Zelda-Like Forest Maze – How many of you have played The Legend of Zelda and remember the Forest Maze?
This tutorial aims to reproduce that, where you need to go in the correct directions to exit the forest or wander aimlessly in circles.
- #25: Basic Crafting System (Mining) – A continuation of #24: Basic Crafting System (Cooking), this time focusing on Mining.
It’s a complete setup with a Mine (for ores) and a Smelter (for ingots) for you to craft weapons, armour or tools. You can then use the Cooking template to create your own items.
- #24: Basic Crafting System (Cooking) – Setting up a basic crafting system, specifically for cooking, using eggs and lemon balm as the ingredients. You need to have a recipe book before you can make anything and, with the correct ingredients, you can create a fried egg, an omelette (I spelled it incorrectly in the tutorial) and a healing potion.
- #23: Tips & Tricks (Part 3) – More tips and tricks.
- Simple Barrel Pushing Puzzle
- Timed Spotlight
- Climbing Up and Down Ladders (Realistically)
- Switch Activated/Deactivated Trap
- #22: Event Overlays – 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.
This works in normal and first-person views. It only applies to stationary events, not moving events.
- #21: Cut Scenes – 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 setting the scene for the main storyline.
- #20: Tips & Tricks (Part 2) – 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.
- Effects Events
- More Than 4 Choices
- Environmental Effects Conversation Choices
- #19: Player Direction – Focusing on Player Direction (a new feature added with v126.96.36.199) plus 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).
- Player Direction
- Chests – Open from the front
- Signposts – Read from the front
- Doors – A better method of going through internal doors/li>
- Compass HUD – Compass moves with player direction
- #18 New Features Showcase – 3D Battle, Player Direction & VR – A showcase of some of the BIG new features for Smile Game Builder version 188.8.131.52 (updated 23 December, 2016).
- Events Display Mode
- 3D Battle
- Event/Player Direction
- Other updates
- #17: Tips & Tricks (Part 1) – A short tutorial is dedicated to small tips and tricks to enhance or build your game, things that don’t really fit larger tutorials and FAQs.
- Event Contact
- Cancel Image with A Key
- Warp Gate Choose Location
- Access Area at A Certain Level
- #16: Relationship System – Create a basic relationship system, where the player gives gifts to female NPCs to build "likeability".
Each NPC has a "relationship rating", which, when it’s high enough, gives the option for marriage if a rainbow amulet is in the player’s possession (an idea borrowed from Skyrim).
It’s like a preliminary system for a larger dating system, requested by the Product Manager. And this has the potential for more growth as time goes on.
- #15: Event Triggers – Using triggers, notably the autorun parallel trigger. The idea is to set up a meeting with three characters. Once they’ve all been summoned, a message will appear telling you to return to the house for the meeting.
A number of switches and event triggers are used to achieve the goal of this tutorial.
- #14: Pictures & Splash Screen – A showcase tutorial on pictures. You can manipulate pictures to add life to your static images. These are some of the techniques I’ve learned.
There’s also a routine to add a Compass HUD to your maps, which change according to the direction you’re moving. And another section on creating basic splash screens as well.
- Compass HUD
- Splash Screen
- #13: Time and Date – 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.
- #12: Advanced Variables (Part 1) – An overview of Advanced Variables, which is a newly updated function that allows you more scope when manipulating variables. It can be used for things like storing date and time, player stats and camera settings.
- #11: Controlling the Camera – Camera Control is a new function available for Smile Game Builder. With it, you’re able to use cameras to create some stunning effects, such as for cutscenes and map panning.
- Camera Settings for Maps
- Camera Zooming
- Camera Rotation
Other updates now available are an autorun/parallel processing setting for events (which I’ve shown in other tutorials) and advanced variable options.
- #10: Working with Conditions (Part 2) – Set up an event where a woman approaches the player after you have a certain item (lemon balm). She then asks if you want a potion before running off into the nearby forest.
- #9: Working with Conditions – How to use conditions effectively in Smile Game Builder, including what they are and how they function.
- #8: Characters & Party Members (Part 4) – Several requested options where Eldred will join: If a certain party member is in the party, if you’ve visited a certain location and if you’ve defeated a certain monster.
- #7: Characters & Party Members (Part 3) – Party member Eldred will request a random item before he’ll join the party. Note, however, you can only have 3 other party members, so you may have to put something in place to replace existing characters.
- #6: Characters & Party Members (Part 2) – Two more party members are added: Ignaz (who wants money) and Lisa (who wants an egg). They’ll join your party if you give them the items.
- #5: Characters & Party Members (Part 1) – A multi-part video focusing on characters and party members. Each party member requires an item or condition to join, so Part 1 demonstrates how to set them up using a combination of presets and advanced editing.
- #4: Working with Events – A straightforward look at using preset events and a brief overview of the events tree. This is a very basic, quick tutorial, focusing on customizing some of the preset events.
- #3: Events Overview – An overview of the preset events, going through each of them one by one.
- #2: Creating Maps Overview – An overview on creating basic maps. It shows the basics of navigating the map in the editor, placement of tiles and adding events.
- #1 Short Overview – A short overview of SGB, briefly introducing the engine and seeing what it has to offer.
I aim to schedule a new tutorial every Monday. Sometimes, however, keeping this schedule isn’t viable but I will certainly try.
I aim to keep video length to between 15 and 20 minutes, although at times I’ll go over. A shorter video is easier to follow than a single longer one.
Occasionally, I’ll defer planned videos in favour of new or upcoming features. And that way, when SmileBoom does implement them, it’ll become a how-to reference tutorial ahead of time. Many older videos are now out-of-date, so I added the version numbers these are referencing as well (for my own records mostly) and some of these will be updated in later tutorials.