SMILE GAME BUILDER
Description
Smile Game Builder allows you to create 3D and 2D games with ease.
A new engine on the market, this 3D/2D game engine allows for quick and easy map creation, pre-set or in-depth eventing and easy customisation of base details such as party composition, skill learning and the like.
It isn't quite as in-depth as other engines, but it is easy to use and allows for a fully 3D environment with different camera views (first person vs 3/4).
Mapping is done via a point and click interface and includes buttons to raise/lower tiles that have been selected.
Eventing can be in-depth or shallow depending on whether you use presets, and there are some neat options that exist.
Databasing is a bit shallower than other engines of the kind, with limited creation choices.
There is no scripting ability.
System environment
– OS?Microsoft® Windows7/8/10 (32/64bit versions)
* Performance is not guaranteed under a virtual or emulated environment.
Required system environment
– CPU: Intel Core 2 Duo processor or AMD Athlon™ 64
– Memory: 2GB or higher
– Graphics: Intel HD graphics 4400 or more, Radeon HD graphics 5430 or more, OpenGL 3.0 or more
Recommended system environment
– CPU: Intel Core or AMD Athlon™ II (K10)
– Memory: 4GB or higher
– Graphics: NVIDIA® GeForce® 400 series, AMD Radeon™ HD 5000 series
– Display: 1366 x 768
– Hard disk space: 700MB or more
Engine Details
- N/A
- SmileBoom
- Commercial ($79.95)
- http://smilegamebuilder.com/en/
- Download
Posts
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Mapping looks interesting, but no scripting ability makes me wonder about its limitations. (Though after I get through making my current game using Lua I might want to take a break from scripting.)
I'm interested in two facts:
1) how does importing custom resources work
2) exporting games. There are some fake engines on the market, which can't make engine independent games and work more like an extended level editor.
1) how does importing custom resources work
2) exporting games. There are some fake engines on the market, which can't make engine independent games and work more like an extended level editor.
author=kory_toombs
Mapping looks interesting, but no scripting ability makes me wonder about its limitations. (Though after I get through making my current game using Lua I might want to take a break from scripting.)
From what I know of my own experience and talking to others, there's no scripting ability which means there's some hard-and-fast limitations. Don't expect the flexibility of RPG Maker engines.
author=daiconv
I'm interested in learning about how in-depth the default battle system is.
As far as I know, not very. It doesn't have battle eventing, nor does it allow you to assign monster groups. The battle system is a lot like front-view PSP Japanese Dungeon Crawler-RPG hybrids. It's simplistic but it was made to emulate that kind of game.
author=EgyLynxBecause it makes it easier to get a program out to a broader spectrum of people, I gather. It's also good publicity for new engines and games because they get spotlights when new and when on sale, and I think the publishing side is more easily handled, especially when it comes to supporting and updating the engine (instead of having to download a new update each and every time, it can automatically update for people).
why again steam???
author=Cap_H
I'm interested in two facts:
1) how does importing custom resources work
2) exporting games. There are some fake engines on the market, which can't make engine independent games and work more like an extended level editor.
That's one of the things I didn't experiment with much when I did a play-around stream because I had the trial version, but the importing is easy enough (with some custom additions for if you want to mess around with stuff like checking how things animate and the previews are quite good.
I checked out the Trial Version on this stream, if you want to have a look without having to download the trial for yourself.
I tried the trial too, my main complaint being that not only it doesn't have scripting, but the eventing is a little lacky too. Variables for instance, you set/multiply/plus/divide/minus them, but only by set amounts. No character X/Y/attack/other variable as an option for value.
Then battles. They look nice, default enemy graphics are really good and detailed. But then enemy AI, is very simplistic. Turns elapsed and HP % range are the only two conditions. And altered status are set.
Overall I think the engine is expandable, the mapping looks really great and powerful.
Then battles. They look nice, default enemy graphics are really good and detailed. But then enemy AI, is very simplistic. Turns elapsed and HP % range are the only two conditions. And altered status are set.
Overall I think the engine is expandable, the mapping looks really great and powerful.
Bought the thing. If you want even a bit of customisation or complexity stay the hell away.If you want to think of limitations:
>Battle system is dumb. The only thing you can really handle are elements and attack/defense.
>Only 3 stats for attack/defense/agi with no magic variants, you can only set a limited amount of elements.
>The ailemnt states are fixed and you can't change their effects or setup.
>No troop event configuration (you can only set actions as skills by hp or turn).
>No common events.
>No parallell events, only autorun or activate.
>Eventing interface is bulky with extremely limited commands.
>Single item screen with everythign on it as you picked it up (no sorting, it's a damn mess)
>NO SCRIPTED CAMERA CONTROLS. All you can do is (by map only) fix the camera in place. For a supposedly 3D engine where you CAN manually switch views that's a big ass flaw.
>Multitude other niggles.
Overall it's made for the BARE MINIMUM. The only good thing it has is the 3D mapping, and even then for people who handle that it's still grid-based and very rigid.
There are next to no hotkeys (you can't even CNTRL+C/V event commands), stock resources are hilariously limited (interiors are a joke, not to speak of any dungeon decoration: there are literally more possible party face images than actual furniture models). If you can make 3d models you may enjoy customising it within the specs, but that's about it.
Any specific questions I'll try to answer but yeah. Unless you're really into the 3d aspect, keep in mind this will limit what you can do a LOT. And there is no way to work around the limitations at all, what you get is what there is.
On the other hand, if you want something SUPER basic and cant handle RM, it may be a simple option. I still wouldn't recommend it at full price.
Try out the demo if you want to poke around. The only thing you can't do with it is import new resources and some of the generic resources are restriced, as well as not being able to export game projects, but for the capabilities of the engine you can see them all.
If I had to say one good thing about is is that it makes generic events very easy. Simply clicking on a generic object and settings will bring up common events (talk events, item events, chests, etc) that simplify a lot of stock events which can be helpful for quick eveniting. Also elevation mapping is nice, but the texture types make it kinda sketchy to us them too much as theres no clear borders. Try it out by yourself in the demo, you'll see what I mean.
TL;DR It's not worth the full price compared to RM engines. If you're curious maybe try to get it when it's on sale at maybe like 20 bucks? Definitely not worth anything above 30 for me, tho. I got too impatient and it gnawed at me till I got it and I kind of regret it.
>Battle system is dumb. The only thing you can really handle are elements and attack/defense.
>Only 3 stats for attack/defense/agi with no magic variants, you can only set a limited amount of elements.
>The ailemnt states are fixed and you can't change their effects or setup.
>No troop event configuration (you can only set actions as skills by hp or turn).
>No common events.
>No parallell events, only autorun or activate.
>Eventing interface is bulky with extremely limited commands.
>Single item screen with everythign on it as you picked it up (no sorting, it's a damn mess)
>NO SCRIPTED CAMERA CONTROLS. All you can do is (by map only) fix the camera in place. For a supposedly 3D engine where you CAN manually switch views that's a big ass flaw.
>Multitude other niggles.
Overall it's made for the BARE MINIMUM. The only good thing it has is the 3D mapping, and even then for people who handle that it's still grid-based and very rigid.
There are next to no hotkeys (you can't even CNTRL+C/V event commands), stock resources are hilariously limited (interiors are a joke, not to speak of any dungeon decoration: there are literally more possible party face images than actual furniture models). If you can make 3d models you may enjoy customising it within the specs, but that's about it.
Any specific questions I'll try to answer but yeah. Unless you're really into the 3d aspect, keep in mind this will limit what you can do a LOT. And there is no way to work around the limitations at all, what you get is what there is.
On the other hand, if you want something SUPER basic and cant handle RM, it may be a simple option. I still wouldn't recommend it at full price.
Try out the demo if you want to poke around. The only thing you can't do with it is import new resources and some of the generic resources are restriced, as well as not being able to export game projects, but for the capabilities of the engine you can see them all.
If I had to say one good thing about is is that it makes generic events very easy. Simply clicking on a generic object and settings will bring up common events (talk events, item events, chests, etc) that simplify a lot of stock events which can be helpful for quick eveniting. Also elevation mapping is nice, but the texture types make it kinda sketchy to us them too much as theres no clear borders. Try it out by yourself in the demo, you'll see what I mean.
TL;DR It's not worth the full price compared to RM engines. If you're curious maybe try to get it when it's on sale at maybe like 20 bucks? Definitely not worth anything above 30 for me, tho. I got too impatient and it gnawed at me till I got it and I kind of regret it.
;_; Sounds rough. With that, I'm definitely gonna pass on it. Someday, hopefully, a true 3D engine that allows the kind of customization and flexibility we want will arrive.
It's sad to say it would have been easy to simply reproduce AT LEAST the event commands or part of the battle system from the RM engines, but it seems they stuck to the msot simple shit. This means a lof of games on it will be samey as all get out.
At least the music/sounds are nice~ And some of the art assets. If only you could get a separate license just for those...
I've been making resources for this engine since its release and I will say this at the very least: It's steadily getting better. They've added 3D battle system, some additional event options that it really needed, and they just keep coming. It's almost like it's currently in Early Adoption.
What's great to me is that the devs are really listening to their audience. Yes, right now it's rather limited, but in the future, it could really be something as good as RPG Maker as far as functionality goes. It already does something that RPG Maker doesn't and that's 3D environments with full camera control. I'm really hopeful they'll add scripting, but at the very least they could make it as functional as RPG Maker. That would greatly improve it's usability and customization.
If you'd like to see what I've made in the engine you can follow me on my facebook page: facebook.com/Jacobs3DArt
I personally think it's worth just the investment to the Devs themselves. Good 3D engines are nothing to scoff at and they seem very dedicated to their work.
What's great to me is that the devs are really listening to their audience. Yes, right now it's rather limited, but in the future, it could really be something as good as RPG Maker as far as functionality goes. It already does something that RPG Maker doesn't and that's 3D environments with full camera control. I'm really hopeful they'll add scripting, but at the very least they could make it as functional as RPG Maker. That would greatly improve it's usability and customization.
If you'd like to see what I've made in the engine you can follow me on my facebook page: facebook.com/Jacobs3DArt
I personally think it's worth just the investment to the Devs themselves. Good 3D engines are nothing to scoff at and they seem very dedicated to their work.
What really gets me is that with some creative parallaxing--or not even that! GubiD's scripting even!--you can make 3d isometric games like this on RPG Maker MV, VX Ace, VX, or even XP. But then I see all of the limitations you guys are talking about and I wonder, no matter what the developers and artists add to this engine, is it even remotely as versatile as engines that cost less, or are frequently on sale for as much as 85 percent of what this costs?
I'm fairly sure this is an editor with great potential. It might be puny as of now but It's steadily becoming more impressive.
A huge letdown though, is not having dedicated forums. I feel this is really curbing the growth potential of the engine.
I really want to see a community making the most out of SGB, and I want to pair up with a 3D artist eventually t o create art assets : P
A huge letdown though, is not having dedicated forums. I feel this is really curbing the growth potential of the engine.
I really want to see a community making the most out of SGB, and I want to pair up with a 3D artist eventually t o create art assets : P
author=JosephSeraph
I'm fairly sure this is an editor with great potential. It might be puny as of now but It's steadily becoming more impressive.
A huge letdown though, is not having dedicated forums. I feel this is really curbing the growth potential of the engine.
I really want to see a community making the most out of SGB, and I want to pair up with a 3D artist eventually t o create art assets : P
Exactly, as it stands, it's not perfect by any means, but they are adding new features regularly and it seems they really do listen to the community's feed back. An official forum outside of steam would be really nice though!
Steam Summer Sale has the engine for $23.99 right now for anyone who might be interested in giving this one a go! Great deal IMO!
Yeah. I am getting it for sure. Just because it is basically a 3D RPG Maker from what I saw in the demo.
Just wanted to post that in case you haven't followed this software in a while, it has made a ton of improvements over the last couple of years. Right from Steam:
Party Train and Party Train Order.
Exporter to Unity for Cross-platform support and even more tweaking
Monster Spawn Regions.
Moving Range of NPC.
Number of Item Slots and Maximum Quantity for Each Item.
Game Over Setting.
Text Input.
Display/Control String Variables.
Loop in Events.
Re-design Event Panels.
Additional FPS Sample Game.
Skybox feature has been implemented in the map settings.
Skybox tab in the resource archives has been added and users' original materials can be imported.
Building light option has been added in the map settings.
The colors of lights option and the directions of shadows option have been added in the map settings.
During the game play, if the player chooses "Exit Game" in the menu, it returns to the title screen.
When you import FBX, the following process will be executed;
- Skin Weight Normalization
- Polygon Triangulation
- Apply Scaling
- Convert old FBX format to FBX7.4
We implement the "Common Events" feature which you can use from every map.
We implement "Grouping" feature for map objects.
When you rotate a grouped map object, it rotated each place, but now it can keep the relative position and rotate around the center point of the group.
You can select map objects or events by using Ctrl+left-click.
You can copy & paste map objects and events all together.
You can choose "Free Movement" when it's in the third-person view mode.
We proudly release a new feature DLC of "3D Character Editor". As we stated on our June 23rd press release, we would like to give this feature free of charge to the users who have purchased SMILE GAME BUILDER before the Steam Summer Sale.
We release a new feature, "2D Effect Tool".
3D models made with MQO format can be imported. (Beta Version)
The main interface of SMILE GAME BUILDER can be edited with an external file. The text will be unofficial, but this feature can lead the user-interface to be multi-language.
In "Edit Game Data" > "Game Terminology", some uneditable words within the games can be edited from now on.
We add a new command, "Ban Player to Run".
We add a new command, "Change the Player’s Movement Speed".
You can change the display position of choice windows for shops, inns and choices from the event panels.
This includes bug fixes of course. They updated their software 5 times so far this week with another coming in weeks. A good selection of DLC's are also available including a character creator. They have a Discord Chat as well.
I think its well worth it!
Party Train and Party Train Order.
Exporter to Unity for Cross-platform support and even more tweaking
Monster Spawn Regions.
Moving Range of NPC.
Number of Item Slots and Maximum Quantity for Each Item.
Game Over Setting.
Text Input.
Display/Control String Variables.
Loop in Events.
Re-design Event Panels.
Additional FPS Sample Game.
Skybox feature has been implemented in the map settings.
Skybox tab in the resource archives has been added and users' original materials can be imported.
Building light option has been added in the map settings.
The colors of lights option and the directions of shadows option have been added in the map settings.
During the game play, if the player chooses "Exit Game" in the menu, it returns to the title screen.
When you import FBX, the following process will be executed;
- Skin Weight Normalization
- Polygon Triangulation
- Apply Scaling
- Convert old FBX format to FBX7.4
We implement the "Common Events" feature which you can use from every map.
We implement "Grouping" feature for map objects.
When you rotate a grouped map object, it rotated each place, but now it can keep the relative position and rotate around the center point of the group.
You can select map objects or events by using Ctrl+left-click.
You can copy & paste map objects and events all together.
You can choose "Free Movement" when it's in the third-person view mode.
We proudly release a new feature DLC of "3D Character Editor". As we stated on our June 23rd press release, we would like to give this feature free of charge to the users who have purchased SMILE GAME BUILDER before the Steam Summer Sale.
We release a new feature, "2D Effect Tool".
3D models made with MQO format can be imported. (Beta Version)
The main interface of SMILE GAME BUILDER can be edited with an external file. The text will be unofficial, but this feature can lead the user-interface to be multi-language.
In "Edit Game Data" > "Game Terminology", some uneditable words within the games can be edited from now on.
We add a new command, "Ban Player to Run".
We add a new command, "Change the Player’s Movement Speed".
You can change the display position of choice windows for shops, inns and choices from the event panels.
This includes bug fixes of course. They updated their software 5 times so far this week with another coming in weeks. A good selection of DLC's are also available including a character creator. They have a Discord Chat as well.
I think its well worth it!
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