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All right, good morning, everyone.

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Well, good morning if you're on My Time Zone, and afternoon if you're in Pepe's.

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Welcome to Sandow Podcast 13.

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So this is the first type of episode I've done like this before where we've followed

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up with a sip after it's passed.

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But we have that exactly where we are right now.

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What we're doing today is we're following up with the sip that passed some weeks ago.

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So Magic Palette, it was the first community sip and it passed with an overwhelming majority

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of a 99% yes.

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So welcome back Pepe.

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I think it's been podcast number three or four now.

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So almost in the very beginning.

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Now, yeah, we're almost 10 episodes later.

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That's awesome.

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Keep pushing.

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Awesome.

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Thanks for having me, Lentz.

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Super cool to see things evolve around the Sandow Podcast.

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Really cool guests lately.

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Tried to watch all of them.

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And yeah, things going well.

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We push development of Magic Palette as fast as we can because we know everybody wants

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to get their hands on our app.

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And this is great.

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We have completed phase one of our sip and now working on phase two.

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And with phase three, we already go live with the beta version that you can register here

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on our magic palette.io page or just drop your email there and you get on the list.

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And after that, we want to go public soon.

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Kind of for everyone out there.

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And for those of you who don't recall Pepe from Sandrush, sip number three is, or excuse

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me, sip number six is with Magic Palette.

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And he's been the lead designer, the person who's pretty much running it as the face of

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it all and the Sandrush team.

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You know what, let's, a little bit out of order, but that's okay.

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In the end, by the way, thank you, Dankoi and Mark.

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I see you both in the chat and Alisor, thank you for coming in and watching this.

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And I have to have a little bit of technical difficulty here in a second to refresh.

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My presentation wants to...

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Did you lose my screen?

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Yeah, give me some problems.

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We will get there.

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Yeah, we'll get there.

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So the disclaimer is that Pepe and I are not giving financial legal advice.

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Nothing we say is to be taken as that.

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And you know what, how about we just roll right into it.

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But today, the point of today is to demo the magic palette.

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So from start to scratch, I'm an amateur at this.

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And I'm also, if I were to use magic palette, what would it look like?

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What will we do?

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And that is the whole point of today.

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So for someone who has very little experience in GameMaker and Vox Editor, as a person who

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owns land, how do I use magic palette?

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Pepe, let's go through it.

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What do I do?

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Let's do it.

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Yeah, that's great.

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And I think a lot of people will stand on this thing or are in the same position as

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you are.

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And they would love to start creating and can wrap their hand around how to get started.

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But still, I mean, the tools that the sandbox provides us are quite approachable, I would

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say, with Vox Edit and GameMaker.

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But then again, for various reasons, when we did productions by our own or especially

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in collaboration with other people, and this is often happening in game jams or in full

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scale productions for clients and all that, we had a hard time to keep pushing on GameMaker

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when it comes to level design.

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And therefore, we have developed magic palette.

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It was first just a little helper tool that did allow us to come in with a different approach.

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The base idea that magic palette gives you at hand as an artist or designer is that you

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can design your levels now in voxels and transform them with the help of magic palette into blocks.

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So this is where the magic is happening.

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It is a bit of a shift when it comes to create your lens and your ideas and levels and games.

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But once you get the hang of it, I think it has huge benefits because it allows you to

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model design, create your lens in a very different way, and especially in a fast, iterative way

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that is non-destructive.

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As we know in GameMaker, you work with blocks and you can quite nicely work already with

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blocks.

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There are not that many tools, sadly, when it comes to the block design.

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But when you remove a block or add a block, it's kind of final.

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And if you want to shift, for example, a landmass a few blocks to your left, you just need to

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rebuild everything and all that type of stuff.

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So this is where magic palette has huge benefits if you make your lens first as a minimap.

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I think this is what we want to do today.

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We just start.

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I asked Lancer before we start the stream or planning this episode here.

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I'm not sure if it takes us three episodes, but I imagine somewhere around that.

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So the goal is in today's episode that we start with a concept, with an idea.

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Starting from the pre-production, we call this pre-production, where you flesh out the

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whole concept, the design, the moods, the game mechanics.

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This is not the focus of today's episode, probably, and will also not be in the further

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episode because this is a different part of the design process, in my opinion.

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It all goes hand in hand, but we focus on designing and building the level.

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So after pre-production, we would build a minimap.

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For this, I would use Magica Voxel.

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It's one of the free available Voxel tools that is quite powerful.

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You can also use Voxel Edit or Cubicle or other Voxel editors for this.

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It might make sense to note this here.

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Magic Palette is not an editor or a Voxel editor per se.

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You can edit some stuff, but it's not meant to replace these tools.

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It's also not meant to replace the game mechanics or the asset dressing that you do then later

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in Game Maker.

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So it's this chain in between your Voxel worlds or Voxel creations and designs and transform

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them with the help of Magic Palette to a full-fleshed level design in Game Maker.

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So far I've heard step one is we start first with a concept.

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So that's kind of like when you asked me, hey, what do you want to start off with?

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And I said, I want to do an island.

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So is that the concept?

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So we already done with step one?

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Yes, let's dive in.

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I think this is exactly what we do right now.

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Every idea starts with a few first sentences or how do you say, a concept.

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I have gathered based on your, you shared me, I'm not sure it was here.

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Where we left off was we were talking about the design process.

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Step one is we start first with a concept.

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Step two is build a mini-map.

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Step three.

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Yes, step three is going, I still can't see the screen.

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Can you guys hear us?

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Yes.

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I can hear you and they can hear you too.

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Okay.

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Maybe I need to restart as well.

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So the next step when we did build the mini-map will be followed up with going to magic palette

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with our mini-map and transform this into a block based build.

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From there, we have the chance to add custom blocks or things that we want to kind of iterate.

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So we go a bit, usually we go back and forth in between our mini-map model and magic palette.

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But also soon after we would load our map into GameMaker because there we can test it

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straight away and find out how everything is working as intended and if we need to make

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changes.

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So it's usually a process that is really in the intersection in between these three programs.

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So your voxel editor, magic palette in the middle and GameMaker as the final output.

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Okay.

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Load it into map and GameMaker and then once you load it into GameMaker, it works just

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like you would normally would.

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You'd have to do the logic in the system and all that.

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Exactly.

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Then you're at the dressing, you start adding logic and all that.

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That makes sense.

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Yeah, that's the process usually.

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There are various improvements that we already have in the works.

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For example, we work on a system where you can play in a very simplified version, but

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you can play your level already on your browser so you don't need to go to GameMaker to test

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things.

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As I said, we don't want to replace GameMaker, but this is, we think, a very helpful feature

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that we want to push until we're going live with magic palette.

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It reduces these kind of these loading times and all that.

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We know things can load quite a bit.

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This is one thing.

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The other part is that we just improved our voxel importer, for example.

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We now have the option to import models that are sliced in various objects and they don't

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need to be combined.

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This gives more flexibility when working with the minimap, but more of this just in a minute.

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As I said, these are just a few.

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Maybe I'll show you if you can share your screen again.

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Yep, go ahead and share your screen.

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I can see it.

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Okay, so they can see you.

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You can...

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So what are we looking at right now?

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What is this part?

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Good, great.

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Right now we're looking at Pinterest.

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Yes, exactly.

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This will be the concepting phase.

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We do a mood board.

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We find out what the client wants to have as a mood and idea built on.

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You described me something that you would love to have islands, floating islands, this

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tropical vibe or at least a very cozy chill vibe for your experience that would be in

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the end a farming simulator.

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Did I get you right?

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It would just be like kind of swim around and be more of an aesthetic sort of thing.

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Like looking at the view.

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Okay, so all about the scenery, the environment, kind of a really cool place to explore more.

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Right, a lot of water though.

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A lot of water exploring.

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Okay, I see.

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We talked about floating islands at some point.

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This could be quite a cool concept, I think.

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That one down to the left where it says Sao Lui to the right, right next to it.

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No, left, left, up, up one, up, up, up, up, that one.

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This one?

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No, down one.

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That one.

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That one looks really cool.

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It's kind of a pond inside of a, yeah, I see.

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I see that's a cool concept.

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I like that.

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Maybe we can get a larger view.

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Okay, so if I were approaching Magic Palette, the first thing I would do is find a concept

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that works for me.

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So if we choose this one, okay, so what do we do now?

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Yeah.

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Yeah, now we start up.

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This is cool, I like this one.

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You like it?

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Cool.

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Yeah.

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So we have a kind of this whole castle, huge castle walls around a city structure or yeah,

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whatever and some island inside of this harbor pond or section.

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I also like it.

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It's quite rough.

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It's almost like an oil painting, but the idea is cool and we certainly can work with

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this.

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So after we nailed our concept or we kind of have a better idea what we are looking

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for, we would start one of our box ledgers.

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As I said, I'm used to work with magic of oxle.

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Give me a second.

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It was a magic of oxle.

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It's a box editor like box edit is.

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It's exactly like box edit.

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It's just a more, I would say a bit more powerful because it allows it's something that I just

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had here for another tutorial, but let me open a new one.

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It's a box editor that is open source.

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It's not open source, but it's free.

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I'm not sure it's open source.

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I wouldn't need to check on that, but it's free.

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It's developed by one guy.

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He did put a lot of effort into this.

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It's quite an amazing piece of software in my opinion.

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It has similar things that you can do or work with when it comes to box design or as a box

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ledger.

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It can be compared to box edit, of course.

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It just has a bit more flexibility, I would say, a bit more tools.

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And especially it has, for example, something that is called shaders.

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I can show you this later down the road because it allows things that are almost impossible

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to do by hand or otherwise.

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These are kind of small.

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My concept art, what do I do next once I have my box edit open?

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Yes, exactly.

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I have my box edit or in our case, I have my magic box open.

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I start a new scene.

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And to give us an idea, it's important that we define the top right corner here.

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We define the space kind of.

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And since each box transforms into a block, we need to kind of work with the dimension

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that the sandbox gives us when it comes to land creation.

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And as we all know, each land would be 96 by 96 by 128 is the max height.

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As you see, this gives us this bounding box that then becomes kind of our maximum volume

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that we can work with when it comes to one land.

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I just take a color so I get an idea.

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How many boxes or blocks?

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These are actually, you can see them here when I zoom in.

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And this is, yeah, it might be a bit hard to see.

242
00:20:00,320 --> 00:20:03,200
The lines are really thin.

243
00:20:03,200 --> 00:20:07,560
But this is our base dimension for one land.

244
00:20:07,560 --> 00:20:16,680
We of course, and I just mentioned this, we can now stack some or not stack or align some

245
00:20:16,680 --> 00:20:25,560
of them and make, for example, a two by two.

246
00:20:25,560 --> 00:20:34,000
But we always want to stay within these boundaries because once we publish, this will occupy

247
00:20:34,000 --> 00:20:40,400
the space or kind of the amount of land that we can work with.

248
00:20:40,400 --> 00:20:43,840
And a one by one is 96 by 96 by 128?

249
00:20:43,840 --> 00:20:45,840
Yeah, correct.

250
00:20:45,840 --> 00:20:56,440
For this epic design that you did choose, I almost would tend to say it would be cool

251
00:20:56,440 --> 00:20:58,440
to go two by two.

252
00:20:58,440 --> 00:21:02,520
Just as an example, gives us a bit more room.

253
00:21:02,520 --> 00:21:04,520
We can do two by two.

254
00:21:04,520 --> 00:21:05,520
That's fine.

255
00:21:05,520 --> 00:21:06,520
Yeah.

256
00:21:06,520 --> 00:21:14,000
Magical Voxel can support up to three by three if it's not super complicated geometries.

257
00:21:14,000 --> 00:21:21,000
So if you're using Magical Voxel, does that conflict at all with using or needing to meant

258
00:21:21,000 --> 00:21:25,800
anything through or upload anything through VoxEdit?

259
00:21:25,800 --> 00:21:28,840
Well, no.

260
00:21:28,840 --> 00:21:32,520
In the end, it's just that we work with the VoxEdit format.

261
00:21:32,520 --> 00:21:37,240
As you see, we can save here if we want to save the project.

262
00:21:37,240 --> 00:21:42,480
And then you upload it or you can backset it?

263
00:21:42,480 --> 00:21:43,480
Yeah.

264
00:21:43,480 --> 00:21:44,480
Exactly.

265
00:21:44,480 --> 00:21:47,000
You can upload it in VoxEdit, work there.

266
00:21:47,000 --> 00:21:53,240
You can export Vox from VoxEdit, from Cubicle, wherever you are most comfortable with.

267
00:21:53,240 --> 00:21:59,120
And this is the strength that we also bring to the artists and the designers, I think,

268
00:21:59,120 --> 00:22:00,640
with Magic Palette.

269
00:22:00,640 --> 00:22:10,640
It allows you to build and design where you are best at and where you used to work with.

270
00:22:10,640 --> 00:22:16,160
For me, it's Magical Voxel because it's one of the tools that I did choose.

271
00:22:16,160 --> 00:22:20,880
And for me, I haven't even heard of Magical Voxel until you just showed me.

272
00:22:20,880 --> 00:22:21,880
That's totally fine.

273
00:22:21,880 --> 00:22:24,400
And now we dive right in.

274
00:22:24,400 --> 00:22:25,840
So that's perfect.

275
00:22:25,840 --> 00:22:31,880
You will learn quite a few hints and tricks hopefully today.

276
00:22:31,880 --> 00:22:32,880
But this is great.

277
00:22:32,880 --> 00:22:36,120
There are quite some other cool...

278
00:22:36,120 --> 00:22:40,200
I actually started to learn Voxel modeling with Cubicle.

279
00:22:40,200 --> 00:22:43,160
It's another software that you can...

280
00:22:43,160 --> 00:22:47,120
It's on stream available, for example.

281
00:22:47,120 --> 00:22:49,560
It has some cool features as well.

282
00:22:49,560 --> 00:22:57,200
So each modeler has a bit of its own ways to handle things.

283
00:22:57,200 --> 00:22:59,480
That's the only difference, I would say.

284
00:22:59,480 --> 00:23:06,480
And as I said, for example, here we have the opportunity to use shaders, which VoxEdit

285
00:23:06,480 --> 00:23:08,040
doesn't do.

286
00:23:08,040 --> 00:23:14,960
The maximum bounding box in these softwares are usually 256.

287
00:23:14,960 --> 00:23:19,480
And with a 2x2, there's no problem.

288
00:23:19,480 --> 00:23:29,720
We can combine this one and we have a full 2x2 plane here.

289
00:23:29,720 --> 00:23:38,720
So a 2x2 would be a 192x192x128?

290
00:23:38,720 --> 00:23:41,600
128 is always the max height.

291
00:23:41,600 --> 00:23:47,240
This is a bit sad, but this is the limitation that GameMaker gives us.

292
00:23:47,240 --> 00:23:53,520
So we never can exceed the height and do super epic towers.

293
00:23:53,520 --> 00:24:00,920
I mean, it's quite a bit already, as we know, but it's the limitation that we have.

294
00:24:00,920 --> 00:24:02,520
Cool.

295
00:24:02,520 --> 00:24:05,400
Let's take a peek again.

296
00:24:05,400 --> 00:24:12,440
So basically, since we are working with blocks and with blocky shapes, we would do it maybe

297
00:24:12,440 --> 00:24:19,600
not that roundish and more like a bit staggered volume.

298
00:24:19,600 --> 00:24:26,240
So we for sure want on one side, we want to have landmass where we can build a city or

299
00:24:26,240 --> 00:24:31,920
a cool castle or whatever.

300
00:24:31,920 --> 00:24:35,720
Then we have the city walls and the sea.

301
00:24:35,720 --> 00:24:46,600
So let's see, maybe if we keep this as sea level, it makes sense to make the sea with

302
00:24:46,600 --> 00:24:51,120
a bit of a depth, of course.

303
00:24:51,120 --> 00:25:02,360
But I actually think it might make even sense to remove the sea at this point and start

304
00:25:02,360 --> 00:25:03,800
with the land masses.

305
00:25:03,800 --> 00:25:07,480
For this, we just pick a color.

306
00:25:07,480 --> 00:25:13,680
When it comes to working with colors, I loaded here just a random palette.

307
00:25:13,680 --> 00:25:16,120
You can create your own palettes.

308
00:25:16,120 --> 00:25:20,640
You can create, you can use one of the standard palettes.

309
00:25:20,640 --> 00:25:23,640
You have them here.

310
00:25:23,640 --> 00:25:33,000
You even can work, I recently worked with a gray tone palette because in the end, each

311
00:25:33,000 --> 00:25:39,280
palette, each color swatch here in the palette becomes a block.

312
00:25:39,280 --> 00:25:42,600
You will see this in Magic Palette afterwards.

313
00:25:42,600 --> 00:25:49,360
It's not that important what colors you use in your creation process.

314
00:25:49,360 --> 00:25:57,120
The most important thing here is to remember each color becomes another block.

315
00:25:57,120 --> 00:26:06,920
So if you want to diversify your, let's make a sample here again based on the concept drawing.

316
00:26:06,920 --> 00:26:17,880
If we want to have the city wall built out of a brick block, a stone brick block, this

317
00:26:17,880 --> 00:26:21,360
needs to be one color.

318
00:26:21,360 --> 00:26:26,720
The top of the wall, for example, we might want to cover in a bit of different stone

319
00:26:26,720 --> 00:26:27,720
block.

320
00:26:27,720 --> 00:26:31,900
This needs to become a different color.

321
00:26:31,900 --> 00:26:37,880
But the color itself can be assigned or the block can be assigned in Magic Palette afterwards.

322
00:26:37,880 --> 00:26:48,320
So this is, we are quite free when it comes to working with our own, did we load this

323
00:26:48,320 --> 00:26:50,360
one?

324
00:26:50,360 --> 00:26:59,160
With our own colors and ideas and afterwards we tune them or tweak them so they work well.

325
00:26:59,160 --> 00:27:08,840
Okay, let's start blocking out with, I would say, let's say the land masses.

326
00:27:08,840 --> 00:27:13,320
In our case, we need.

327
00:27:13,320 --> 00:27:21,320
So after you've created the two by two in this case, then you start blocking out the

328
00:27:21,320 --> 00:27:23,000
concept art.

329
00:27:23,000 --> 00:27:25,120
Yes, exactly.

330
00:27:25,120 --> 00:27:37,120
I think that that's the usual way when you start with any level design.

331
00:27:37,120 --> 00:27:48,080
I will just start here because I have usually an even more faster approach to do this.

332
00:27:48,080 --> 00:27:57,360
As you see here, we now already have tons of tons of blocks and can go quite detailed,

333
00:27:57,360 --> 00:27:58,360
which is nice.

334
00:27:58,360 --> 00:27:59,360
This isn't even Magic Palette yet.

335
00:27:59,360 --> 00:28:00,800
This is just Magic of Voxel.

336
00:28:00,800 --> 00:28:04,080
Yes, this is just whatever Voxel you do.

337
00:28:04,080 --> 00:28:05,080
This can be Voxel.

338
00:28:05,080 --> 00:28:07,480
Can you do this same thing in Voxel?

339
00:28:07,480 --> 00:28:09,480
Yes, absolutely.

340
00:28:09,480 --> 00:28:10,480
Okay.

341
00:28:10,480 --> 00:28:11,480
Totally.

342
00:28:11,480 --> 00:28:12,480
Got it.

343
00:28:12,480 --> 00:28:18,400
So, you see, we can carve in quite a few details already here and get us started.

344
00:28:18,400 --> 00:28:26,280
But when it comes to level design, and this is why we call them mini map, I usually start

345
00:28:26,280 --> 00:28:35,440
with even much smaller kind of size and scale it up once I have it blocked out.

346
00:28:35,440 --> 00:28:40,040
So in this case now, we divide our, what was it?

347
00:28:40,040 --> 00:28:44,400
Have we started the mini map yet or is we haven't done that?

348
00:28:44,400 --> 00:28:53,600
Yes, we just build a mini mini map kind of now because this is the fastest way in my

349
00:28:53,600 --> 00:29:01,520
opinion to achieve a concept really, really in no time.

350
00:29:01,520 --> 00:29:09,920
Let's go maybe we need to just divide our 96.

351
00:29:09,920 --> 00:29:15,640
Let's go, I mean 96, maybe 48.

352
00:29:15,640 --> 00:29:19,920
Yeah, let's try 48.

353
00:29:19,920 --> 00:29:21,840
48.

354
00:29:21,840 --> 00:29:28,480
It's not that important right now because we don't go super tall.

355
00:29:28,480 --> 00:29:33,040
So we go whatever.

356
00:29:33,040 --> 00:29:36,960
60.

357
00:29:36,960 --> 00:29:46,000
And I afterwards will scale this up four times and then we once again get the full length.

358
00:29:46,000 --> 00:29:53,840
But the cool thing here is now I work with much, with really just a few wattles, you

359
00:29:53,840 --> 00:30:11,000
know, and can work on creating land masses really fast and also don't go into the danger

360
00:30:11,000 --> 00:30:17,560
or I would say that the problem is if you start big, you can get tempted to go into

361
00:30:17,560 --> 00:30:24,840
details really fast and...

362
00:30:24,840 --> 00:30:30,000
What's the point of creating this smaller one?

363
00:30:30,000 --> 00:30:37,600
The point is that you will be much faster with level creation because if you start with

364
00:30:37,600 --> 00:30:45,260
the large one, as you see here, it's just taking you more time because you need to push

365
00:30:45,260 --> 00:30:48,520
more wattles in the end, you know, and the idea is...

366
00:30:48,520 --> 00:30:52,100
Oh, because you have more of a...

367
00:30:52,100 --> 00:30:56,200
You want to go into more detail.

368
00:30:56,200 --> 00:30:57,200
So then don't...

369
00:30:57,200 --> 00:30:58,200
Yes, yes, exactly.

370
00:30:58,200 --> 00:31:04,400
So you're saying start out with a mini map, don't even start out with creating the two-by-two

371
00:31:04,400 --> 00:31:05,400
yet.

372
00:31:05,400 --> 00:31:06,400
Exactly.

373
00:31:06,400 --> 00:31:14,240
Because we're just concepting kind of in a mini mini map, as you see here, what we want

374
00:31:14,240 --> 00:31:21,360
to build and once we are happy with the basic dimensions, with the proportions, with everything,

375
00:31:21,360 --> 00:31:28,080
we then push it to a larger scale and refine it and build the details on top of it, you

376
00:31:28,080 --> 00:31:29,080
know.

377
00:31:29,080 --> 00:31:31,080
Okay, that was lost to an amateur like me.

378
00:31:31,080 --> 00:31:32,080
Hold on.

379
00:31:32,080 --> 00:31:38,920
So first thing you do, go into your voxel editor and create a mini map, which is...

380
00:31:38,920 --> 00:31:41,920
What were the dimensions?

381
00:31:41,920 --> 00:31:47,640
Depends on your land size, but for now I go super small.

382
00:31:47,640 --> 00:31:49,680
48 by 48 by 60?

383
00:31:49,680 --> 00:31:50,680
Yeah.

384
00:31:50,680 --> 00:31:51,680
Yeah, for example.

385
00:31:51,680 --> 00:31:52,680
That's two.

386
00:31:52,680 --> 00:31:53,680
All right.

387
00:31:53,680 --> 00:31:58,040
So once you're done that, then you do a block out but on a smaller scale so you have less

388
00:31:58,040 --> 00:32:00,800
to put a detail on.

389
00:32:00,800 --> 00:32:02,760
Yes, exactly.

390
00:32:02,760 --> 00:32:16,920
My intention here is to just get us the idea of this concept kind of flashed out or blocked

391
00:32:16,920 --> 00:32:22,640
out, is probably the correct term, as fast as possible.

392
00:32:22,640 --> 00:32:35,200
So from there, we then refine because as mentioned, if I go here, you can see I already want to

393
00:32:35,200 --> 00:32:47,880
start building the wall here and all that, which is nice and neat, but it's a lot of

394
00:32:47,880 --> 00:32:58,880
details that we can already dial in here with just very simple cubes or forms and then refine

395
00:32:58,880 --> 00:33:00,480
it over time.

396
00:33:00,480 --> 00:33:01,480
Okay.

397
00:33:01,480 --> 00:33:03,520
So now you've done...

398
00:33:03,520 --> 00:33:08,600
So you're doing the block out on the mini map first and then scale up?

399
00:33:08,600 --> 00:33:09,600
Yes, exactly.

400
00:33:09,600 --> 00:33:10,600
Got it.

401
00:33:10,600 --> 00:33:13,240
Yeah, that will be the base idea.

402
00:33:13,240 --> 00:33:21,520
So we kind of start here with this idea of having this harbor section and where the ships

403
00:33:21,520 --> 00:33:24,760
needs to sail in, I would say.

404
00:33:24,760 --> 00:33:38,000
We might want to stagger this a bit more, but the base idea is here, I think.

405
00:33:38,000 --> 00:33:42,440
You have a bit of elevated landscape.

406
00:33:42,440 --> 00:33:44,400
So a low resolution block out.

407
00:33:44,400 --> 00:33:45,400
Okay.

408
00:33:45,400 --> 00:33:46,400
Exactly.

409
00:33:46,400 --> 00:33:50,280
Yeah, it's kind of small scale and then we scale up.

410
00:33:50,280 --> 00:33:52,320
I would say this is already...

411
00:33:52,320 --> 00:33:53,760
I'm learning a lot already.

412
00:33:53,760 --> 00:33:55,320
I've never done this before.

413
00:33:55,320 --> 00:33:56,320
That's great.

414
00:33:56,320 --> 00:34:03,880
I mean, as I said, this is coming with working with Magic Pallet because it allows you to

415
00:34:03,880 --> 00:34:10,480
design differently and we think if you get the grasp of it and the hang of it, there's

416
00:34:10,480 --> 00:34:13,080
no going back.

417
00:34:13,080 --> 00:34:21,520
At least in our case, it just makes level design when it comes to a block based game

418
00:34:21,520 --> 00:34:24,440
so much easier and approachable.

419
00:34:24,440 --> 00:34:30,560
And Mark from Sandbox Academy in the chat, Mark, do you also do a mini map block out

420
00:34:30,560 --> 00:34:37,400
like this or do you just go into the big normal one by one sizing?

421
00:34:37,400 --> 00:34:38,400
But keep going, Pep.

422
00:34:38,400 --> 00:34:41,680
I wanted to hear what Mark was doing in the chat.

423
00:34:41,680 --> 00:34:46,760
Yeah, that would be great to hear some other creators how they approach this.

424
00:34:46,760 --> 00:34:54,960
I did hear from other people that they are doing this even without access to Magic Pallet

425
00:34:54,960 --> 00:34:57,280
so that they can concept things.

426
00:34:57,280 --> 00:35:04,440
And I know, for example, from TSB production team that they actually always do this.

427
00:35:04,440 --> 00:35:06,960
Got it.

428
00:35:06,960 --> 00:35:15,000
It's something that really helps a lot to define the base idea and push the concept

429
00:35:15,000 --> 00:35:25,080
further and give everybody something to work with before they start being a game maker.

430
00:35:25,080 --> 00:35:37,200
And I think every artist has its own workflow probably in the end.

431
00:35:37,200 --> 00:35:39,520
This is just something that we think...

432
00:35:39,520 --> 00:35:44,160
Mark says that he goes directly to game maker when terraforming.

433
00:35:44,160 --> 00:35:45,820
Yeah.

434
00:35:45,820 --> 00:35:51,880
And until now, it was the only option.

435
00:35:51,880 --> 00:35:53,040
Until now was the only option.

436
00:35:53,040 --> 00:36:00,080
So this block out with the Boxel editor is because we're going to be using Magic Pallet.

437
00:36:00,080 --> 00:36:01,080
Exactly.

438
00:36:01,080 --> 00:36:02,080
Yeah.

439
00:36:02,080 --> 00:36:04,080
Oh, all right.

440
00:36:04,080 --> 00:36:05,080
Okay.

441
00:36:05,080 --> 00:36:06,080
Got it.

442
00:36:06,080 --> 00:36:08,960
So you see we have a mini mini map.

443
00:36:08,960 --> 00:36:12,320
I mean, let's render this one out quickly.

444
00:36:12,320 --> 00:36:16,880
We have the landmass styled in, I would say.

445
00:36:16,880 --> 00:36:20,800
A bit rough.

446
00:36:20,800 --> 00:36:23,120
It even has this little cave here.

447
00:36:23,120 --> 00:36:24,920
I just did see.

448
00:36:24,920 --> 00:36:25,920
But that's cool.

449
00:36:25,920 --> 00:36:28,440
Maybe we use it later.

450
00:36:28,440 --> 00:36:39,400
And from there, I would say one thing that we could now already add the walls, the city

451
00:36:39,400 --> 00:36:40,800
walls and all that.

452
00:36:40,800 --> 00:36:46,280
I'm not sure if we want to do that because I want to work with shaders and then we need

453
00:36:46,280 --> 00:36:47,280
to select.

454
00:36:47,280 --> 00:36:48,280
That's fine.

455
00:36:48,280 --> 00:36:49,280
The city is optional.

456
00:36:49,280 --> 00:36:53,800
It can be as little as we need it to be.

457
00:36:53,800 --> 00:37:02,640
But I like the idea of having a kind of this enclosed biome in itself or so.

458
00:37:02,640 --> 00:37:09,200
So maybe we make the surrounding edges like a cliff or something if that's easier to do.

459
00:37:09,200 --> 00:37:10,200
Yeah.

460
00:37:10,200 --> 00:37:15,640
No, we actually have quite cool blocks to do super nice medieval city walls.

461
00:37:15,640 --> 00:37:20,120
So I'm happy to try these out.

462
00:37:20,120 --> 00:37:26,000
One thing that I might want to do here because we all want to swim.

463
00:37:26,000 --> 00:37:33,120
And swimming can only happen if we have a bit of depth in our sea.

464
00:37:33,120 --> 00:37:37,560
I would select all my stuff here and push it up.

465
00:37:37,560 --> 00:37:38,560
Raise it up.

466
00:37:38,560 --> 00:37:39,560
OK.

467
00:37:39,560 --> 00:37:40,560
Yeah.

468
00:37:40,560 --> 00:37:45,960
I think that's a good idea.

469
00:37:45,960 --> 00:37:46,960
Raise.

470
00:37:46,960 --> 00:37:47,960
OK.

471
00:37:47,960 --> 00:37:48,960
You know, yeah, I see.

472
00:37:48,960 --> 00:37:49,960
Give a bit of depth.

473
00:37:49,960 --> 00:37:50,960
I think this could be.

474
00:37:50,960 --> 00:37:58,560
Try to give it a lot more depth because I wanted to be able to go swim deep.

475
00:37:58,560 --> 00:37:59,560
Under underwater.

476
00:37:59,560 --> 00:38:00,560
That's cool.

477
00:38:00,560 --> 00:38:01,560
That's good.

478
00:38:01,560 --> 00:38:06,880
Let's do a few caves and all that.

479
00:38:06,880 --> 00:38:07,880
OK, great.

480
00:38:07,880 --> 00:38:08,880
That you can explore.

481
00:38:08,880 --> 00:38:15,640
And we can even because we don't have that much.

482
00:38:15,640 --> 00:38:21,040
Of course, the city walls will add a bit, but we still have plenty of room.

483
00:38:21,040 --> 00:38:26,600
Let's go like this then.

484
00:38:26,600 --> 00:38:27,600
Yeah.

485
00:38:27,600 --> 00:38:29,000
Good.

486
00:38:29,000 --> 00:38:41,800
And we even can already carve out a bit of underwater or make this seem so easy.

487
00:38:41,800 --> 00:38:46,600
OK, I mean, that's that's the goal.

488
00:38:46,600 --> 00:38:51,720
Yeah, that you really can flesh out your ideas as fast as possible.

489
00:38:51,720 --> 00:38:56,440
You know, for example, the I really like the cave idea.

490
00:38:56,440 --> 00:39:03,840
We of course can refine this here in voxels or later in blocks.

491
00:39:03,840 --> 00:39:07,840
As I said, the power here is to move everything really fast.

492
00:39:07,840 --> 00:39:14,720
So for example, if I go everything, I don't need to select and move the whole the whole

493
00:39:14,720 --> 00:39:17,480
land a bit to the side.

494
00:39:17,480 --> 00:39:20,360
You know, it's just like that.

495
00:39:20,360 --> 00:39:23,320
And in Game Maker, this will be impossible.

496
00:39:23,320 --> 00:39:25,440
You know, you just can't.

497
00:39:25,440 --> 00:39:29,080
You need to rebuild everything.

498
00:39:29,080 --> 00:39:36,800
The flexibility that you have here is so much higher when it comes to blocking out.

499
00:39:36,800 --> 00:39:43,680
OK, so maybe maybe let's carve in some more cavities here or whatever.

500
00:39:43,680 --> 00:39:53,000
I mean, we don't need to go into details, but something to explore is always neat.

501
00:39:53,000 --> 00:39:57,000
And yeah, that's good to go.

502
00:39:57,000 --> 00:40:05,360
One thing we for sure want to have is the oil water.

503
00:40:05,360 --> 00:40:08,040
This can be any blue.

504
00:40:08,040 --> 00:40:10,880
Let's see if we can.

505
00:40:10,880 --> 00:40:17,420
So for example, here is a good occasion to use shaders.

506
00:40:17,420 --> 00:40:20,080
There is a shader called flawed here.

507
00:40:20,080 --> 00:40:23,760
Shaders are this code bracket.

508
00:40:23,760 --> 00:40:24,920
Then you can install them.

509
00:40:24,920 --> 00:40:32,400
I actually just uploaded yesterday a tutorial on this.

510
00:40:32,400 --> 00:40:39,800
And we will add many more tutorials similar to what we do here or explain, for example,

511
00:40:39,800 --> 00:40:42,080
height maps and things like that.

512
00:40:42,080 --> 00:40:53,280
So further tools that you as a designer can use to design levels like these in a very

513
00:40:53,280 --> 00:40:59,680
fast and cool way.

514
00:40:59,680 --> 00:41:04,960
The thing is we can flawed this whole scene.

515
00:41:04,960 --> 00:41:10,400
And as we know, for example, once again in Game Maker, working with water and building

516
00:41:10,400 --> 00:41:18,520
underwater blocks or underneath water blocks is quite a pain in the whatever.

517
00:41:18,520 --> 00:41:23,440
So this is a huge time saver here.

518
00:41:23,440 --> 00:41:25,280
And I can show you this quickly.

519
00:41:25,280 --> 00:41:26,280
It's quite simple.

520
00:41:26,280 --> 00:41:29,280
We just choose a color.

521
00:41:29,280 --> 00:41:33,080
There is a brown.

522
00:41:33,080 --> 00:41:36,080
I'm not sure if it's gold.

523
00:41:36,080 --> 00:41:45,920
I have quite a bit of blood.

524
00:41:45,920 --> 00:41:47,760
And we define the height.

525
00:41:47,760 --> 00:41:51,200
In our case, it's above.

526
00:41:51,200 --> 00:41:54,400
We want to have to see level around here.

527
00:41:54,400 --> 00:42:00,720
So that's probably by something like 50.

528
00:42:00,720 --> 00:42:04,740
And you see just out of the box, we have everything.

529
00:42:04,740 --> 00:42:05,740
How did you do that?

530
00:42:05,740 --> 00:42:07,440
Did you create a shader?

531
00:42:07,440 --> 00:42:12,600
Yeah, no, the shader itself you can download on a source online.

532
00:42:12,600 --> 00:42:15,560
And as I said, you can check our YouTube.

533
00:42:15,560 --> 00:42:17,360
So upload.

534
00:42:17,360 --> 00:42:20,680
Yeah, this is one of the of the shaders.

535
00:42:20,680 --> 00:42:23,760
So there are so many cool shaders.

536
00:42:23,760 --> 00:42:25,160
I hope I can show you.

537
00:42:25,160 --> 00:42:27,480
So you got it.

538
00:42:27,480 --> 00:42:28,480
Yeah.

539
00:42:28,480 --> 00:42:29,480
All right.

540
00:42:29,480 --> 00:42:34,120
The cool thing is it floods really everything that was air before.

541
00:42:34,120 --> 00:42:39,840
So it's exactly what we want because I can remove some layers now.

542
00:42:39,840 --> 00:42:42,000
And as you see.

543
00:42:42,000 --> 00:42:43,960
Oh, I see.

544
00:42:43,960 --> 00:42:46,800
The whole thing is like a fill tool.

545
00:42:46,800 --> 00:42:47,800
Yeah, exactly.

546
00:42:47,800 --> 00:42:50,800
Just filled everything.

547
00:42:50,800 --> 00:42:53,440
And I think this is exactly what we want.

548
00:42:53,440 --> 00:42:55,800
OK.

549
00:42:55,800 --> 00:42:59,600
We even could raise it.

550
00:42:59,600 --> 00:43:04,360
Maybe at least one more.

551
00:43:04,360 --> 00:43:05,360
Let it run again.

552
00:43:05,360 --> 00:43:08,360
Yeah, I like that.

553
00:43:08,360 --> 00:43:09,360
Cool.

554
00:43:09,360 --> 00:43:10,360
OK.

555
00:43:10,360 --> 00:43:14,360
Yeah, that's neat, I would say.

556
00:43:14,360 --> 00:43:18,240
Yeah, that looks good.

557
00:43:18,240 --> 00:43:19,920
That looks good.

558
00:43:19,920 --> 00:43:26,400
And from here, we just for now, we make a copy because it's always cool to preserve

559
00:43:26,400 --> 00:43:34,800
your initial design when you want to alter things there again.

560
00:43:34,800 --> 00:43:41,420
But one thing that I would do now probably is already scaling up because we have blocked

561
00:43:41,420 --> 00:43:45,640
out and we are happy with the base dimensions.

562
00:43:45,640 --> 00:43:48,400
And we want to throw in some more details now.

563
00:43:48,400 --> 00:43:58,480
For this, we could go double the size or we already can go full two by two length.

564
00:43:58,480 --> 00:44:02,160
And this would be we don't need shaders now.

565
00:44:02,160 --> 00:44:04,160
We need.

566
00:44:04,160 --> 00:44:06,920
OK.

567
00:44:06,920 --> 00:44:10,240
So this will be two times.

568
00:44:10,240 --> 00:44:15,240
And you see we now have 96.96.

569
00:44:15,240 --> 00:44:19,600
So this will be already a one by one, a full one by one.

570
00:44:19,600 --> 00:44:23,400
So you would scale up as you desire or is there like a?

571
00:44:23,400 --> 00:44:24,400
Yes, exactly.

572
00:44:24,400 --> 00:44:28,760
So as you scale up, then you improve the block out.

573
00:44:28,760 --> 00:44:29,760
Exactly.

574
00:44:29,760 --> 00:44:31,640
Then you dial in more details.

575
00:44:31,640 --> 00:44:39,080
You know, OK, this is this is really up to you how you prefer to work.

576
00:44:39,080 --> 00:44:47,760
It's just one of the suggested workflows that we hear in Sandrush in our studio and work

577
00:44:47,760 --> 00:44:49,360
with.

578
00:44:49,360 --> 00:44:52,720
It's really up to everyone's preferences.

579
00:44:52,720 --> 00:44:54,760
Got it.

580
00:44:54,760 --> 00:45:03,560
And actually, if we go full two by two, we get now and you see now what I meant, you

581
00:45:03,560 --> 00:45:07,840
know, we have the same.

582
00:45:07,840 --> 00:45:15,400
Now, yeah, but it's kind of the full two by two that we started before.

583
00:45:15,400 --> 00:45:24,480
But without without the temptation to do already all these details here, I see we have a very

584
00:45:24,480 --> 00:45:29,800
nice block out, you know, just the box.

585
00:45:29,800 --> 00:45:31,560
That was my intention here.

586
00:45:31,560 --> 00:45:40,680
One thing that I see now, top right corner is the max height is almost maxed out.

587
00:45:40,680 --> 00:45:45,440
We are at one twenty four and we only have one twenty eight.

588
00:45:45,440 --> 00:45:52,020
So we might push everything down just a little bit, just to be sure that we can build walls

589
00:45:52,020 --> 00:45:54,160
and towers and all that.

590
00:45:54,160 --> 00:45:56,160
That would be my suggestions here.

591
00:45:56,160 --> 00:45:57,160
Got it.

592
00:45:57,160 --> 00:45:58,160
OK, we can.

593
00:45:58,160 --> 00:46:06,280
And that's the funny thing here, it cuts off, of course, but that's fine.

594
00:46:06,280 --> 00:46:15,000
And then we just so we have a bit of headroom still.

595
00:46:15,000 --> 00:46:21,200
And but the rest of it is fine, I would say.

596
00:46:21,200 --> 00:46:26,200
It's certainly something we can work with.

597
00:46:26,200 --> 00:46:34,200
And yeah, maybe before everything crashes, it's usually.

598
00:46:34,200 --> 00:46:36,920
But it does crash on you.

599
00:46:36,920 --> 00:46:40,880
No, no, magic of oxal almost never crashes.

600
00:46:40,880 --> 00:46:50,720
But just to be sure, you know, would be a shame if we are if we are in and then need

601
00:46:50,720 --> 00:46:53,240
to start and start again.

602
00:46:53,240 --> 00:46:58,840
But no, we have our space here and that we define.

603
00:46:58,840 --> 00:47:08,520
And from here, I now start not only blocking out, but even more start detailing and also

604
00:47:08,520 --> 00:47:14,700
assigning my colors because the colors become the blocks, you know.

605
00:47:14,700 --> 00:47:24,480
And this is is a process that can start here in the voxel model.

606
00:47:24,480 --> 00:47:30,720
And at some point, I would load it to Magic Palette soon because it gives me an idea where

607
00:47:30,720 --> 00:47:38,000
I need to make, for example, let's let's use this this as an example.

608
00:47:38,000 --> 00:47:44,840
I would choose now I would choose the whole sea because this is good.

609
00:47:44,840 --> 00:47:50,360
I remove it and save it as a separate entity.

610
00:47:50,360 --> 00:47:55,560
And you also see that we have this is the swim, a swimmable area.

611
00:47:55,560 --> 00:47:57,960
You know, we render this out.

612
00:47:57,960 --> 00:48:05,480
You can see this is where your diving experience will happen for now, at least.

613
00:48:05,480 --> 00:48:10,160
We always can adjust and alter this, of course.

614
00:48:10,160 --> 00:48:19,640
The thing is, I want to apply now a gradient shader on our let's call it rocks or terrain

615
00:48:19,640 --> 00:48:22,520
or maybe it's even dirt or I don't know.

616
00:48:22,520 --> 00:48:31,800
It depends a bit on the choice of materials to give us a really nice looking landscape

617
00:48:31,800 --> 00:48:35,180
afterwards in GameMaker.

618
00:48:35,180 --> 00:48:36,180
This can happen.

619
00:48:36,180 --> 00:48:38,280
There are various ways as well.

620
00:48:38,280 --> 00:48:50,080
I apply a paint based data now and use a brush data with a gradient.

621
00:48:50,080 --> 00:48:53,440
And you will see in a minute what this does.

622
00:48:53,440 --> 00:48:54,440
We need for this.

623
00:48:54,440 --> 00:48:59,320
We need to choose a few.

624
00:48:59,320 --> 00:49:10,160
A few colors that the better wild palette actually to work with.

625
00:49:10,160 --> 00:49:14,880
But I mean, we can go colorful as that.

626
00:49:14,880 --> 00:49:21,520
We even have darker.

627
00:49:21,520 --> 00:49:24,920
Yeah, this one.

628
00:49:24,920 --> 00:49:32,720
So we choose a few colors and then apply a shader.

629
00:49:32,720 --> 00:49:36,480
This thing is with shaders.

630
00:49:36,480 --> 00:49:38,880
It can be applied dynamically.

631
00:49:38,880 --> 00:49:39,880
That's quite cool.

632
00:49:39,880 --> 00:49:46,200
So you can have the full box here.

633
00:49:46,200 --> 00:49:51,800
We have a few shades already in and there are different modes.

634
00:49:51,800 --> 00:49:57,600
Or if we start data ring.

635
00:49:57,600 --> 00:50:01,280
Oh, you can see.

636
00:50:01,280 --> 00:50:06,200
So this allows us to add some great color variety.

637
00:50:06,200 --> 00:50:07,520
Yes.

638
00:50:07,520 --> 00:50:09,960
And this is not about the color variety.

639
00:50:09,960 --> 00:50:23,660
This is more about we want to have a block gradient in our land masses.

640
00:50:23,660 --> 00:50:35,040
So as you see, if we would use this one here, we now have the chance to have a really natural

641
00:50:35,040 --> 00:50:37,440
looking terrain.

642
00:50:37,440 --> 00:50:40,560
It looks a bit quirky here right now.

643
00:50:40,560 --> 00:50:45,460
But once we assign blocks, you will see this can look quite nice.

644
00:50:45,460 --> 00:50:49,960
And it gives us depth, which is quite cool.

645
00:50:49,960 --> 00:50:54,760
I might iterate even further.

646
00:50:54,760 --> 00:50:59,400
Yeah, here you can see it best on full scale.

647
00:50:59,400 --> 00:51:02,760
So that's just one of the shaders.

648
00:51:02,760 --> 00:51:03,760
We also can.

649
00:51:03,760 --> 00:51:07,360
Of course, there's a line one.

650
00:51:07,360 --> 00:51:14,920
Yeah, this one just can also be quite cool for canyons, for example.

651
00:51:14,920 --> 00:51:21,480
So if you want to do a sandstone canyon or whatever, you could do something like this.

652
00:51:21,480 --> 00:51:26,480
We'll bring it out quickly.

653
00:51:26,480 --> 00:51:29,480
Higher resolution.

654
00:51:29,480 --> 00:51:39,480
It looks quite colorful now, but as I said, the colors are not that important.

655
00:51:39,480 --> 00:51:46,160
It's just important where they are assigned on the level.

656
00:51:46,160 --> 00:51:50,120
This is far easier and more accessible than I thought it was.

657
00:51:50,120 --> 00:51:51,120
Cool.

658
00:51:51,120 --> 00:51:55,640
That's great to hear, mate.

659
00:51:55,640 --> 00:52:02,960
Yeah, as I said, it's a bit of a rethinking of the whole idea when it comes to start with

660
00:52:02,960 --> 00:52:06,800
your level design.

661
00:52:06,800 --> 00:52:09,040
But it can go fast.

662
00:52:09,040 --> 00:52:11,680
And that's the cool thing.

663
00:52:11,680 --> 00:52:18,480
We can now iterate really, really fast going back and forth.

664
00:52:18,480 --> 00:52:21,800
I kind of like this one.

665
00:52:21,800 --> 00:52:25,800
Not that bad, actually.

666
00:52:25,800 --> 00:52:29,200
I still want to apply the other one.

667
00:52:29,200 --> 00:52:37,440
It gives us quite nice radiance.

668
00:52:37,440 --> 00:52:41,480
And this, for example, this is another option.

669
00:52:41,480 --> 00:52:45,480
I think we used this one.

670
00:52:45,480 --> 00:52:46,480
Yeah.

671
00:52:46,480 --> 00:52:49,520
I actually like the last one.

672
00:52:49,520 --> 00:52:52,440
This one is also quite neat.

673
00:52:52,440 --> 00:52:57,120
Almost like this old school graphic dithering type of pixel.

674
00:52:57,120 --> 00:53:00,840
That looks fun.

675
00:53:00,840 --> 00:53:09,280
And you can imagine if we want to do this effect with blocks in GameMaker, you are in

676
00:53:09,280 --> 00:53:12,560
for the hardest of powers.

677
00:53:12,560 --> 00:53:14,720
Go in and individually do all that.

678
00:53:14,720 --> 00:53:15,720
Exactly.

679
00:53:15,720 --> 00:53:22,680
But if you, because you're using Magic Palette and you do this in a voxel editor of your

680
00:53:22,680 --> 00:53:28,440
choice, you can do that much faster and you can do that in the way you're doing it right

681
00:53:28,440 --> 00:53:29,440
now.

682
00:53:29,440 --> 00:53:30,440
Exactly.

683
00:53:30,440 --> 00:53:31,440
Okay.

684
00:53:31,440 --> 00:53:32,440
Got it.

685
00:53:32,440 --> 00:53:33,440
That's the idea here.

686
00:53:33,440 --> 00:53:35,320
So it's going to make it much easier.

687
00:53:35,320 --> 00:53:43,280
Whereas Mark said that he just goes straight into to terraform within GameMaker.

688
00:53:43,280 --> 00:53:46,840
If they instead choose to do that, can you still use Magic Palette or do you have to

689
00:53:46,840 --> 00:53:56,360
do it this way here?

690
00:53:56,360 --> 00:54:00,520
I mean, we always can go back and forth.

691
00:54:00,520 --> 00:54:04,680
So that's the power of the whole workflow here.

692
00:54:04,680 --> 00:54:09,320
So if they don't want to use a voxel editor to build a minimap, they want to build their

693
00:54:09,320 --> 00:54:11,680
minimap and block out in GameMaker.

694
00:54:11,680 --> 00:54:16,800
Can they still do that and then use Magic Palette?

695
00:54:16,800 --> 00:54:18,200
Actually they can, yeah.

696
00:54:18,200 --> 00:54:20,440
Because they can export from GameMaker.

697
00:54:20,440 --> 00:54:21,920
There you go, Mark.

698
00:54:21,920 --> 00:54:24,400
You can still use it.

699
00:54:24,400 --> 00:54:25,400
Yes.

700
00:54:25,400 --> 00:54:26,400
Yeah.

701
00:54:26,400 --> 00:54:35,480
That's, that's, we, we, we have, or we want to have a much, as much compatibility as possible

702
00:54:35,480 --> 00:54:39,480
with, with any software that you work with, you know.

703
00:54:39,480 --> 00:54:44,880
So whether you try and do it as ease of use in a voxel editor to import into Magic Palette

704
00:54:44,880 --> 00:54:50,680
or GameMaker, you can then import what you built and or block out in GameMaker into Magic

705
00:54:50,680 --> 00:54:51,680
Palette.

706
00:54:51,680 --> 00:54:52,680
So either way.

707
00:54:52,680 --> 00:54:53,680
Yes.

708
00:54:53,680 --> 00:54:54,680
Okay.

709
00:54:54,680 --> 00:54:55,680
Yeah.

710
00:54:55,680 --> 00:54:57,720
Either way and going back and forth as well.

711
00:54:57,720 --> 00:55:05,200
And even, I mean, I, I might not have mentioned this and this comes probably in a later episode.

712
00:55:05,200 --> 00:55:15,240
You also can start adding mechanics and dress your, your land with assets and all that in

713
00:55:15,240 --> 00:55:21,840
GameMaker already and still go back, even back to your voxel model here that we have,

714
00:55:21,840 --> 00:55:27,920
iterate full land masses, change things, and then go back again to GameMaker.

715
00:55:27,920 --> 00:55:28,920
Okay.

716
00:55:28,920 --> 00:55:29,920
So that's the idea.

717
00:55:29,920 --> 00:55:37,280
So you really, really have the flexibility to, to change things even at a later design

718
00:55:37,280 --> 00:55:41,360
stage quite drastically if needed, you know.

719
00:55:41,360 --> 00:55:42,360
Got it.

720
00:55:42,360 --> 00:55:43,360
Okay.

721
00:55:43,360 --> 00:55:44,360
I'm going to cool.

722
00:55:44,360 --> 00:55:45,360
Just my little steps here a little bit.

723
00:55:45,360 --> 00:55:51,940
So instead of going straight into VoxEdit, you build in Mini-Mat with inbox edit or GameMaker.

724
00:55:51,940 --> 00:55:58,960
And then when you finish your right now, then we go into finishing your block out, whether

725
00:55:58,960 --> 00:56:02,680
you're doing it VoxEdit or GameMaker.

726
00:56:02,680 --> 00:56:07,360
And then, yes, add your shaders and your gradient and your dither as desired.

727
00:56:07,360 --> 00:56:08,360
Okay.

728
00:56:08,360 --> 00:56:10,960
What happens after you're done?

729
00:56:10,960 --> 00:56:13,160
This looks good.

730
00:56:13,160 --> 00:56:16,160
Let me just assign quickly.

731
00:56:16,160 --> 00:56:22,600
And so then it looks not that quirky.

732
00:56:22,600 --> 00:56:28,680
It's almost a bit too dark, but you get a lot more gradient.

733
00:56:28,680 --> 00:56:41,280
I like the underwater to be as bright as possible that I can still see.

734
00:56:41,280 --> 00:56:43,280
So kind of more.

735
00:56:43,280 --> 00:56:44,280
Okay.

736
00:56:44,280 --> 00:56:45,280
Okay.

737
00:56:45,280 --> 00:56:46,280
I see the idea.

738
00:56:46,280 --> 00:56:47,280
I know what you mean.

739
00:56:47,280 --> 00:56:49,480
So I don't want the case to be dark.

740
00:56:49,480 --> 00:56:53,320
I'd like then to just be able to see the scenery of everything.

741
00:56:53,320 --> 00:56:55,200
Okay.

742
00:56:55,200 --> 00:57:01,440
So in this case, we probably even go more like sandstone or whatever.

743
00:57:01,440 --> 00:57:02,440
Yeah, yeah, yeah.

744
00:57:02,440 --> 00:57:03,440
No, that'd be great.

745
00:57:03,440 --> 00:57:04,440
Sandstone.

746
00:57:04,440 --> 00:57:07,440
All my Minecraft people.

747
00:57:07,440 --> 00:57:13,080
That's the only reason why I know what sandstone is.

748
00:57:13,080 --> 00:57:15,600
So here we have...

749
00:57:15,600 --> 00:57:16,600
Nice.

750
00:57:16,600 --> 00:57:17,600
That looks awesome.

751
00:57:17,600 --> 00:57:18,600
I love that.

752
00:57:18,600 --> 00:57:19,600
Looks good.

753
00:57:19,600 --> 00:57:20,600
Yeah.

754
00:57:20,600 --> 00:57:21,600
Cool.

755
00:57:21,600 --> 00:57:22,600
Cool.

756
00:57:22,600 --> 00:57:23,600
Cool.

757
00:57:23,600 --> 00:57:24,600
That's awesome.

758
00:57:24,600 --> 00:57:28,600
This is working on a sandstone block set right now.

759
00:57:28,600 --> 00:57:32,400
I hope we can have it ready for the next episode.

760
00:57:32,400 --> 00:57:38,840
Miguel just asked, can Magic Palette...

761
00:57:38,840 --> 00:57:46,320
Will it import all new blocks in the Game Maker block library?

762
00:57:46,320 --> 00:57:54,520
The thing is, and we will see it in a minute, I think we just finished the block set.

763
00:57:54,520 --> 00:57:59,680
We'll walk out and then make short limps into Magic Palette for now because a lot of people

764
00:57:59,680 --> 00:58:02,440
came for this, of course.

765
00:58:02,440 --> 00:58:08,080
And then in the next episode, we go into details and technical details when working with Magic

766
00:58:08,080 --> 00:58:09,800
Palette.

767
00:58:09,800 --> 00:58:16,240
When it comes to custom blocks, we actually right now developing a system where you will

768
00:58:16,240 --> 00:58:24,880
be able to load your own blocks on top of the huge collection that we provide.

769
00:58:24,880 --> 00:58:34,520
We provide right now, it's around 1,400, I think it's almost 500 blocks that we as Sandrush

770
00:58:34,520 --> 00:58:41,600
provide to you as builder for free for now to work with.

771
00:58:41,600 --> 00:58:46,200
So there are many, many, many different blocks to work with.

772
00:58:46,200 --> 00:58:52,440
But we know every project has its own style and idea.

773
00:58:52,440 --> 00:58:55,240
So it's important that we accommodate this.

774
00:58:55,240 --> 00:59:04,080
And therefore, we set up a system where you will be able to load your own custom blocks

775
00:59:04,080 --> 00:59:08,140
and hopefully in the future, even connected with your workspace.

776
00:59:08,140 --> 00:59:11,160
But for this, we need TSB, as you can imagine.

777
00:59:11,160 --> 00:59:12,160
Because...

778
00:59:12,160 --> 00:59:15,200
Yeah, like the API connections and all that stuff.

779
00:59:15,200 --> 00:59:16,200
Exactly.

780
00:59:16,200 --> 00:59:22,840
Well, hey, I have a sip that I'm cute and I'm starting to put together that is to access

781
00:59:22,840 --> 00:59:27,200
the API, or to make the API available.

782
00:59:27,200 --> 00:59:35,280
So, yeah, I'm still putting together the full list of things that people want to see out

783
00:59:35,280 --> 00:59:36,600
of an API.

784
00:59:36,600 --> 00:59:40,160
So Pepe, I'll make that available to you and anyone else who'd like to.

785
00:59:40,160 --> 00:59:45,440
I just have a running list of people way smarter than me who would do the things I want to

786
00:59:45,440 --> 00:59:47,000
see out of an API.

787
00:59:47,000 --> 00:59:55,560
So the sip would basically say for the sandbox team to make an API available via API sandbox.game

788
00:59:55,560 --> 00:59:56,560
or whatever.

789
00:59:56,560 --> 00:59:57,560
Yeah, yeah.

790
00:59:57,560 --> 00:59:58,560
Okay.

791
00:59:58,560 --> 01:00:01,520
Yeah, we have a lot of stuff that we would love to do.

792
01:00:01,520 --> 01:00:07,320
I haven't done much with that yet, but that's one of my 18 that I want to write.

793
01:00:07,320 --> 01:00:08,320
Perfect.

794
01:00:08,320 --> 01:00:11,600
Okay, so once you're done with that, then you move the water back in.

795
01:00:11,600 --> 01:00:12,600
Okay.

796
01:00:12,600 --> 01:00:15,440
Yeah, of course, we want to water.

797
01:00:15,440 --> 01:00:21,240
And as I said, we now and this is just what's just developed recently on our side.

798
01:00:21,240 --> 01:00:27,880
And now can kill this one, but I keep the mini mini map.

799
01:00:27,880 --> 01:00:33,840
We can work with various bounding boxes or objects.

800
01:00:33,840 --> 01:00:40,520
This is quite powerful and I know also from the TSB production team that they designed

801
01:00:40,520 --> 01:00:45,840
their maps like this because it gives you much more flexibility later on.

802
01:00:45,840 --> 01:00:54,880
If you have, for example, as here I have my water volume separate and can add and remove

803
01:00:54,880 --> 01:00:57,340
things.

804
01:00:57,340 --> 01:01:11,160
One thing that we are missing right now is maybe a few, let's say towers or the city

805
01:01:11,160 --> 01:01:12,160
wall.

806
01:01:12,160 --> 01:01:15,000
So I just pick one color.

807
01:01:15,000 --> 01:01:25,760
It might be a bit quirky one, but and once again, I really only start blocking out these

808
01:01:25,760 --> 01:01:33,240
things because I can refine them all the time.

809
01:01:33,240 --> 01:01:42,080
I just want to throw in the base dimension to give us an idea how things could work,

810
01:01:42,080 --> 01:01:46,200
how things could look.

811
01:01:46,200 --> 01:01:56,320
And as you see, we can already, of course, carve in details or add more details from

812
01:01:56,320 --> 01:01:57,320
the beginning.

813
01:01:57,320 --> 01:02:09,680
But usually I would advise to go simple or kind of blocky.

814
01:02:09,680 --> 01:02:11,400
And from there we go.

815
01:02:11,400 --> 01:02:15,600
I mean, we even can add a start.

816
01:02:15,600 --> 01:02:16,600
That's fine.

817
01:02:16,600 --> 01:02:17,600
That's simple enough.

818
01:02:17,600 --> 01:02:20,680
Yes, I also would say actually.

819
01:02:20,680 --> 01:02:23,920
I would just do exactly what you have on the right.

820
01:02:23,920 --> 01:02:28,480
This is a big old rectangle.

821
01:02:28,480 --> 01:02:31,480
That's usually also.

822
01:02:31,480 --> 01:02:45,880
I have not colored geo, but no, it is the why is it French?

823
01:02:45,880 --> 01:02:49,000
OK, that's OK.

824
01:02:49,000 --> 01:02:55,720
Yeah, I'm also not.

825
01:02:55,720 --> 01:03:07,000
I mean, I model things quite often, but I'm not super, super the pro here.

826
01:03:07,000 --> 01:03:11,720
This I have a bit of problem with the selection.

827
01:03:11,720 --> 01:03:14,200
Yeah, OK.

828
01:03:14,200 --> 01:03:30,480
So now we can start using them probably to define a bit outer wall or whatever and would

829
01:03:30,480 --> 01:03:45,800
then would then kind of look out the city wall.

830
01:03:45,800 --> 01:03:49,600
Oh, thank you for the raid.

831
01:03:49,600 --> 01:03:52,280
Appreciate that.

832
01:03:52,280 --> 01:03:55,360
Yolk's on you.

833
01:03:55,360 --> 01:03:56,360
Thank you very much for that.

834
01:03:56,360 --> 01:03:57,360
Cool.

835
01:03:57,360 --> 01:03:58,360
Thanks for joining, guys.

836
01:03:58,360 --> 01:04:01,360
Thanks for joining.

837
01:04:01,360 --> 01:04:06,960
If you are just join us, we are demoing the magic palette process at this point because

838
01:04:06,960 --> 01:04:10,120
what you don't what you see here isn't magic palette yet.

839
01:04:10,120 --> 01:04:14,520
What you see is the process by which you would start magic palette.

840
01:04:14,520 --> 01:04:16,040
So I'm a complete amateur.

841
01:04:16,040 --> 01:04:19,080
I asked Pepe to do it from the very, very beginning.

842
01:04:19,080 --> 01:04:22,720
And step one was what was step one.

843
01:04:22,720 --> 01:04:25,580
It was start first with a concept.

844
01:04:25,580 --> 01:04:29,280
So we pick like an island, watery place.

845
01:04:29,280 --> 01:04:31,560
Then two is build your mini map.

846
01:04:31,560 --> 01:04:35,920
And this was all part of the workflow of what Pepe does specifically.

847
01:04:35,920 --> 01:04:37,880
You can skip that as needed.

848
01:04:37,880 --> 01:04:38,880
Oh, my gosh.

849
01:04:38,880 --> 01:04:39,880
That's it.

850
01:04:39,880 --> 01:04:41,880
It's got rated again.

851
01:04:41,880 --> 01:04:42,880
Shakespeare.

852
01:04:42,880 --> 01:04:43,880
Shakespeare.

853
01:04:43,880 --> 01:04:44,880
Thank you for that.

854
01:04:44,880 --> 01:04:45,880
Wow.

855
01:04:45,880 --> 01:04:46,880
OK.

856
01:04:46,880 --> 01:04:47,880
Yep.

857
01:04:47,880 --> 01:04:50,600
And so step C was build a mini map.

858
01:04:50,600 --> 01:04:55,480
And that was like a low resolution picture of what is you want want to do.

859
01:04:55,480 --> 01:05:02,200
And Pepe decides he wants to do it in VoxEdit editor so that he can import into magic palette

860
01:05:02,200 --> 01:05:05,760
later and skip that and do it straight in GameMaker if you really wanted to.

861
01:05:05,760 --> 01:05:12,160
But because Voxel editor like Magica Voxel or VoxEdit has more powerful features with

862
01:05:12,160 --> 01:05:15,120
gradients and didders, stuff I don't even know.

863
01:05:15,120 --> 01:05:19,480
I just learned this right now, by the way, because that's more powerful stuff like that.

864
01:05:19,480 --> 01:05:26,520
You can just import it into magic palette in a more well defined import.

865
01:05:26,520 --> 01:05:35,440
So right now we are finishing the block out in step three and adding like a little a little

866
01:05:35,440 --> 01:05:39,880
cityscape thing before we try and import into magic palette.

867
01:05:39,880 --> 01:05:41,440
Yes, exactly.

868
01:05:41,440 --> 01:05:42,440
Yeah.

869
01:05:42,440 --> 01:05:43,440
OK.

870
01:05:43,440 --> 01:05:44,780
Now we're all caught up.

871
01:05:44,780 --> 01:05:50,280
Thank you, everyone, for joining and we are now on finishing the block out.

872
01:05:50,280 --> 01:05:51,560
Yes, exactly.

873
01:05:51,560 --> 01:05:57,920
We want a few watch towers or similar things.

874
01:05:57,920 --> 01:06:04,560
As I said, we go really bare bones or minimalistic here.

875
01:06:04,560 --> 01:06:07,400
We even don't need details yet.

876
01:06:07,400 --> 01:06:11,020
We can refine everything later on.

877
01:06:11,020 --> 01:06:16,680
It might make sense to even do this in the small scale already.

878
01:06:16,680 --> 01:06:27,080
As you can imagine, it would be quite fast to add these and also already define these

879
01:06:27,080 --> 01:06:31,080
towers or watch towers here.

880
01:06:31,080 --> 01:06:36,120
But at some point you want to want to go large scale.

881
01:06:36,120 --> 01:06:43,720
And for example, for the shader that we applied to the terrain here, it makes a lot of sense

882
01:06:43,720 --> 01:06:50,000
to make it in full scale to see the full effect that you will have afterwards.

883
01:06:50,000 --> 01:06:51,280
Thank you again, Shakespeare, for the read.

884
01:06:51,280 --> 01:06:53,280
I appreciate that everyone tuning in.

885
01:06:53,280 --> 01:06:56,280
Yes, that's awesome.

886
01:06:56,280 --> 01:06:57,280
Cool.

887
01:06:57,280 --> 01:06:58,280
So we added watch towers.

888
01:06:58,280 --> 01:07:01,280
Now we're going to add the walls.

889
01:07:01,280 --> 01:07:02,920
Yeah, we add a few walls.

890
01:07:02,920 --> 01:07:08,520
I actually...

891
01:07:08,520 --> 01:07:12,760
And I had him lighten it to sandstone because I don't want to be like dark caves.

892
01:07:12,760 --> 01:07:17,640
This is more to be like a scenic sort of thing where you just kind of wander around and swim.

893
01:07:17,640 --> 01:07:19,640
And that'll be that.

894
01:07:19,640 --> 01:07:22,520
Should be all cozy and friendly.

895
01:07:22,520 --> 01:07:24,000
Hey, escape room artist.

896
01:07:24,000 --> 01:07:26,000
Good to see you.

897
01:07:26,000 --> 01:07:28,200
Hey, hi, mate.

898
01:07:28,200 --> 01:07:30,720
And Tom Vauxhall and Go West.

899
01:07:30,720 --> 01:07:32,720
Hey, Go West.

900
01:07:32,720 --> 01:07:33,720
Hello.

901
01:07:33,720 --> 01:07:34,720
Hallogram.

902
01:07:34,720 --> 01:07:35,720
Here.

903
01:07:35,720 --> 01:07:36,720
Wicked.

904
01:07:36,720 --> 01:07:39,720
Miguel as well.

905
01:07:39,720 --> 01:07:41,920
Mark Baggo.

906
01:07:41,920 --> 01:07:50,320
Yeah, a lot of names I recognize from the community.

907
01:07:50,320 --> 01:07:53,160
They're all eager to see Magic Palette, Pepe.

908
01:07:53,160 --> 01:07:57,480
And want to see what it's doing.

909
01:07:57,480 --> 01:08:01,360
And so without Magic Palette, though, you wouldn't really go in to do this in VoxEdit

910
01:08:01,360 --> 01:08:03,740
or Magic Palette, right?

911
01:08:03,740 --> 01:08:05,400
You wouldn't have any need to do that?

912
01:08:05,400 --> 01:08:08,160
Yeah, you would work in GameMaker, of course.

913
01:08:08,160 --> 01:08:09,160
Yeah.

914
01:08:09,160 --> 01:08:10,160
Okay, you'd work straight in GameMaker.

915
01:08:10,160 --> 01:08:11,160
Okay.

916
01:08:11,160 --> 01:08:12,160
Yeah.

917
01:08:12,160 --> 01:08:17,200
But I explained already a few benefits that we have to do it here.

918
01:08:17,200 --> 01:08:18,200
Yep.

919
01:08:18,200 --> 01:08:23,080
So like I mentioned, he's doing it in Magic of Voxel or you do it in VoxEdit.

920
01:08:23,080 --> 01:08:29,120
Or VoxEdit, I mean, whatever your VoxEdit of choice is so that you can import that high

921
01:08:29,120 --> 01:08:31,560
resolution into Magic Palette.

922
01:08:31,560 --> 01:08:34,840
Okay, so I'm sorry, keep going, Pepe.

923
01:08:34,840 --> 01:08:35,840
Yeah, yeah.

924
01:08:35,840 --> 01:08:37,400
And we're at 27 viewers, by the way.

925
01:08:37,400 --> 01:08:40,760
So there are a lot of people who want to see this.

926
01:08:40,760 --> 01:08:43,520
That's awesome.

927
01:08:43,520 --> 01:08:48,360
Yeah, the city wall is coming along a bit quirky.

928
01:08:48,360 --> 01:08:56,480
And we definitely can dial in a few more details and all that.

929
01:08:56,480 --> 01:09:00,280
But at this point, I really like to keep it simple.

930
01:09:00,280 --> 01:09:01,760
Yes, please.

931
01:09:01,760 --> 01:09:07,360
And you're going to fry my brain.

932
01:09:07,360 --> 01:09:10,280
That's great.

933
01:09:10,280 --> 01:09:16,000
We have the C separated as mentioned before.

934
01:09:16,000 --> 01:09:24,320
And yeah, let's add just maybe one or two more details.

935
01:09:24,320 --> 01:09:34,840
We could consider one thing that of course we want to keep in mind when designing our

936
01:09:34,840 --> 01:09:35,840
levels.

937
01:09:35,840 --> 01:09:40,920
It should be playable and it needs to serve the game or the purpose.

938
01:09:40,920 --> 01:09:44,000
Sometimes it's only a showcase as we have here.

939
01:09:44,000 --> 01:09:51,160
It's not very deep into mechanics probably, but it should be playable.

940
01:09:51,160 --> 01:09:59,360
And for this, I always like to carve out a few paths.

941
01:09:59,360 --> 01:10:12,400
And what I usually also do when it comes to actually, let me check, when designing these

942
01:10:12,400 --> 01:10:25,280
mini maps, it's very helpful to mark your player's journey kind of in the map.

943
01:10:25,280 --> 01:10:31,160
So for example, in this case, I would choose just one another color, a bright color.

944
01:10:31,160 --> 01:10:39,520
Maybe in our case, it makes more sense to use red or whatever.

945
01:10:39,520 --> 01:10:50,160
And mark, for example, where I would love to have my players go.

946
01:10:50,160 --> 01:10:58,520
This sometimes can also be a path that we really paint because we have a lot of blocks

947
01:10:58,520 --> 01:11:00,360
that can accommodate this.

948
01:11:00,360 --> 01:11:06,320
So we have dirt or gravel or things that we can add later on.

949
01:11:06,320 --> 01:11:22,320
And for this, we might use a color and really just start defining where the player's journey

950
01:11:22,320 --> 01:11:23,760
can go through.

951
01:11:23,760 --> 01:11:27,760
This doesn't have to be super fixed or sturdy.

952
01:11:27,760 --> 01:11:30,520
This can be all changed later on, of course.

953
01:11:30,520 --> 01:11:37,560
And also the shaders that you see here can be reapplied if you need to make changes later

954
01:11:37,560 --> 01:11:39,400
on.

955
01:11:39,400 --> 01:11:45,080
We came in a bit early with these detailing things.

956
01:11:45,080 --> 01:11:52,120
Makes modeling a bit harder right now because, for example, if we want to use extrusion-based

957
01:11:52,120 --> 01:11:58,320
modeling, we have a lot of colors here already.

958
01:11:58,320 --> 01:11:59,520
But you get the idea.

959
01:11:59,520 --> 01:12:02,160
So this becomes now my path.

960
01:12:02,160 --> 01:12:14,840
And I would add now a bit of volumes or stairs or whatever I need to make this happen.

961
01:12:14,840 --> 01:12:26,320
And from there, we once again would go into defining, how do you say, buildings, for example,

962
01:12:26,320 --> 01:12:28,900
if we want that.

963
01:12:28,900 --> 01:12:32,080
Buildings can actually be block-based.

964
01:12:32,080 --> 01:12:33,080
They don't need to.

965
01:12:33,080 --> 01:12:37,720
They can also be asset-based, of course.

966
01:12:37,720 --> 01:12:47,680
What we define here is everything that we want to have block-based to be built already

967
01:12:47,680 --> 01:12:49,080
in blocks.

968
01:12:49,080 --> 01:12:51,400
And it can be often combined.

969
01:12:51,400 --> 01:12:56,080
I think this is the most powerful way you can do it.

970
01:12:56,080 --> 01:13:00,280
So use your blocks as base layer.

971
01:13:00,280 --> 01:13:02,760
Or sometimes also press the asset.

972
01:13:02,760 --> 01:13:05,360
Oh, like superimpose the asset over it.

973
01:13:05,360 --> 01:13:06,360
Yeah, exactly.

974
01:13:06,360 --> 01:13:09,360
Oh, that's a good idea.

975
01:13:09,360 --> 01:13:17,640
We have, for example, we had a cool experience where we did also walls.

976
01:13:17,640 --> 01:13:28,920
And we did have a base layer of just gray stones or bricks like this in place.

977
01:13:28,920 --> 01:13:39,760
But on top of it, we would add nice, decorated pillars or scaffolding and all that type of

978
01:13:39,760 --> 01:13:40,800
deal.

979
01:13:40,800 --> 01:13:48,000
So you really bring it to life afterwards with your assets.

980
01:13:48,000 --> 01:13:55,120
But we see it's quite large scale already, because you can imagine your player avatar

981
01:13:55,120 --> 01:13:57,280
is like this.

982
01:13:57,280 --> 01:14:04,080
So this is the size that we see here.

983
01:14:04,080 --> 01:14:05,080
Cool.

984
01:14:05,080 --> 01:14:06,080
Cool.

985
01:14:06,080 --> 01:14:09,120
We're working, by the way, on a 2x2.

986
01:14:09,120 --> 01:14:10,120
So yeah.

987
01:14:10,120 --> 01:14:11,800
We're done with the block out.

988
01:14:11,800 --> 01:14:14,280
Yeah, for now, this is totally fine.

989
01:14:14,280 --> 01:14:15,800
We can refine this.

990
01:14:15,800 --> 01:14:24,400
But I would say we just export what we have right now to get a first glimpse on MagicPalette

991
01:14:24,400 --> 01:14:25,400
now.

992
01:14:25,400 --> 01:14:26,880
All right, here we go.

993
01:14:26,880 --> 01:14:28,680
Big reveal.

994
01:14:28,680 --> 01:14:29,680
Yeah.

995
01:14:29,680 --> 01:14:35,000
Let's save it as Vox.

996
01:14:35,000 --> 01:14:40,080
We can import Vox and other formats right now in MagicPalette.

997
01:14:40,080 --> 01:14:43,600
I will fire up MagicPalette right now.

998
01:14:43,600 --> 01:14:45,920
And we're coming up on an hour and a half.

999
01:14:45,920 --> 01:14:54,200
So I'd say as we get, as we approach the hour, I want to wrap it up into, we'll start first

1000
01:14:54,200 --> 01:14:55,880
episode two.

1001
01:14:55,880 --> 01:14:57,560
Yes, definitely.

1002
01:14:57,560 --> 01:15:03,000
I think we only give a quick glimpse here how things will look.

1003
01:15:03,000 --> 01:15:05,120
And then the next episode, we dive deep.

1004
01:15:05,120 --> 01:15:06,120
So wait, what did you just do?

1005
01:15:06,120 --> 01:15:07,120
You just open it, right?

1006
01:15:07,120 --> 01:15:08,120
I just opened MagicPalette.

1007
01:15:08,120 --> 01:15:09,120
Okay, you just opened it.

1008
01:15:09,120 --> 01:15:10,120
Okay.

1009
01:15:10,120 --> 01:15:11,120
So nothing crazy yet.

1010
01:15:11,120 --> 01:15:12,120
So nothing crazy yet.

1011
01:15:12,120 --> 01:15:13,120
Open.

1012
01:15:13,120 --> 01:15:18,120
So import into MagicPalette is the next step.

1013
01:15:18,120 --> 01:15:20,120
All right, continue.

1014
01:15:20,120 --> 01:15:21,680
Yes, of course.

1015
01:15:21,680 --> 01:15:26,280
We are developing this version daily.

1016
01:15:26,280 --> 01:15:27,940
We add a lot of features.

1017
01:15:27,940 --> 01:15:34,200
We have just hit our first milestones and now adding more features.

1018
01:15:34,200 --> 01:15:36,920
Okay, stop for a second.

1019
01:15:36,920 --> 01:15:39,360
So what am I seeing on the top right?

1020
01:15:39,360 --> 01:15:42,680
I see land generator, palette builder, block inspector.

1021
01:15:42,680 --> 01:15:45,440
And then so that was the splash screen you just showed me.

1022
01:15:45,440 --> 01:15:52,160
Yeah, the land generator, we, I mean, we barely can start with this one right now.

1023
01:15:52,160 --> 01:16:01,320
It generates actually a prefab land, but every time generates it based on an algorithm.

1024
01:16:01,320 --> 01:16:05,280
You have parameters that you can dial in here.

1025
01:16:05,280 --> 01:16:06,280
You have styles.

1026
01:16:06,280 --> 01:16:09,760
I will show you this in a second.

1027
01:16:09,760 --> 01:16:12,040
We start with the dungeon generated.

1028
01:16:12,040 --> 01:16:14,480
This is already live and working.

1029
01:16:14,480 --> 01:16:15,480
It gives you...

1030
01:16:15,480 --> 01:16:19,640
Okay, so if you just wanted to not even do the game maker or box set, you just go into

1031
01:16:19,640 --> 01:16:24,000
the magic palette and here are your presets that you already, you and your team developed.

1032
01:16:24,000 --> 01:16:26,000
Yeah, based on various...

1033
01:16:26,000 --> 01:16:29,080
Oh, so that's the screenshot set that are in the SIP.

1034
01:16:29,080 --> 01:16:30,080
Okay.

1035
01:16:30,080 --> 01:16:31,080
Okay.

1036
01:16:31,080 --> 01:16:32,080
Yes.

1037
01:16:32,080 --> 01:16:33,080
Now I get it.

1038
01:16:33,080 --> 01:16:34,080
That's one part of magic palette.

1039
01:16:34,080 --> 01:16:39,040
This is for everybody that even don't want to touch voxels kind of.

1040
01:16:39,040 --> 01:16:40,040
Got it.

1041
01:16:40,040 --> 01:16:44,920
So that like me, where I wouldn't even touch voxels, I just come in and hit this one.

1042
01:16:44,920 --> 01:16:45,920
Exactly.

1043
01:16:45,920 --> 01:16:46,920
All right.

1044
01:16:46,920 --> 01:16:53,600
And now once we are happy with the mini map, with this one here, we create the land.

1045
01:16:53,600 --> 01:16:55,560
See, it makes so much more sense now.

1046
01:16:55,560 --> 01:16:56,560
All right.

1047
01:16:56,560 --> 01:16:57,560
Got it.

1048
01:16:57,560 --> 01:16:58,560
And then...

1049
01:16:58,560 --> 01:17:01,600
Out of the box, you get your lava dungeon.

1050
01:17:01,600 --> 01:17:03,280
And what is the dimensions right now?

1051
01:17:03,280 --> 01:17:04,280
Because I see squares.

1052
01:17:04,280 --> 01:17:05,280
This is one by one.

1053
01:17:05,280 --> 01:17:06,280
This is one by one.

1054
01:17:06,280 --> 01:17:07,760
This is a one by one.

1055
01:17:07,760 --> 01:17:08,760
Okay.

1056
01:17:08,760 --> 01:17:09,760
Got it.

1057
01:17:09,760 --> 01:17:10,760
Yeah.

1058
01:17:10,760 --> 01:17:18,240
So now, for example, make natural, make mixed rooms or even a high density, generate a new

1059
01:17:18,240 --> 01:17:19,240
mini map.

1060
01:17:19,240 --> 01:17:22,320
Let me check.

1061
01:17:22,320 --> 01:17:24,920
And it creates a new one for you.

1062
01:17:24,920 --> 01:17:29,560
And each of these is totally unique.

1063
01:17:29,560 --> 01:17:38,680
Of course, it's based on kind of building blocks that me and my team did design for you.

1064
01:17:38,680 --> 01:17:45,640
But you see that everything is connected and you can start to build your dungeon right

1065
01:17:45,640 --> 01:17:47,200
away.

1066
01:17:47,200 --> 01:17:58,240
The cool thing on top of here, when it comes to customization, you can now swap the theme.

1067
01:17:58,240 --> 01:18:10,040
So going from lava to ice, kind of temple or whatever, or a bit more quirky type of

1068
01:18:10,040 --> 01:18:11,040
deal.

1069
01:18:11,040 --> 01:18:15,040
I quite like this style here.

1070
01:18:15,040 --> 01:18:16,960
We call it deep sea.

1071
01:18:16,960 --> 01:18:26,040
So you have these prefab themes that you can apply on top of it, you know, on your map.

1072
01:18:26,040 --> 01:18:30,880
But yeah, this would be a playable map right out of the box with just a few clicks, as

1073
01:18:30,880 --> 01:18:31,880
you can see.

1074
01:18:31,880 --> 01:18:33,720
Yeah, give me a second.

1075
01:18:33,720 --> 01:18:38,760
I'm zooming in on the right portion so they can see where you...

1076
01:18:38,760 --> 01:18:39,760
Yeah.

1077
01:18:39,760 --> 01:18:40,760
Yeah, there you go.

1078
01:18:40,760 --> 01:18:41,760
Okay.

1079
01:18:41,760 --> 01:18:44,760
So you're kind of selecting your mix.

1080
01:18:44,760 --> 01:18:46,760
So almost like a gradient.

1081
01:18:46,760 --> 01:18:50,520
Yeah, this is kind of a theme that you apply.

1082
01:18:50,520 --> 01:18:51,520
Okay.

1083
01:18:51,520 --> 01:18:54,520
You can go pinkish.

1084
01:18:54,520 --> 01:18:55,880
Got it.

1085
01:18:55,880 --> 01:18:56,880
Okay.

1086
01:18:56,880 --> 01:18:57,880
Yeah, makes sense.

1087
01:18:57,880 --> 01:19:04,080
And see if different customizations, structure height, structure density, room size, and

1088
01:19:04,080 --> 01:19:05,080
landscape size.

1089
01:19:05,080 --> 01:19:06,080
Yeah.

1090
01:19:06,080 --> 01:19:09,400
This is if you didn't even want to mess with VoxEdit or GameMaker.

1091
01:19:09,400 --> 01:19:10,400
Exactly.

1092
01:19:10,400 --> 01:19:13,080
These are the presets you can just select right out from...

1093
01:19:13,080 --> 01:19:14,080
Wow.

1094
01:19:14,080 --> 01:19:15,080
Yeah.

1095
01:19:15,080 --> 01:19:16,080
That's so easy.

1096
01:19:16,080 --> 01:19:18,080
Even I can do it.

1097
01:19:18,080 --> 01:19:19,080
Absolutely.

1098
01:19:19,080 --> 01:19:22,080
Everybody should be able to...

1099
01:19:22,080 --> 01:19:23,080
Okay, cool.

1100
01:19:23,080 --> 01:19:26,080
... share their content to their land.

1101
01:19:26,080 --> 01:19:27,080
Okay.

1102
01:19:27,080 --> 01:19:29,080
So in our case, we have one and then we can have one.

1103
01:19:29,080 --> 01:19:30,080
Yeah, in our case, we have our own model.

1104
01:19:30,080 --> 01:19:31,080
Yeah, exactly.

1105
01:19:31,080 --> 01:19:32,080
Got it.

1106
01:19:32,080 --> 01:19:34,320
And this is where the palette builder comes in.

1107
01:19:34,320 --> 01:19:35,320
We have...

1108
01:19:35,320 --> 01:19:37,480
This is the sidebar here.

1109
01:19:37,480 --> 01:19:38,600
We have the land generator.

1110
01:19:38,600 --> 01:19:39,600
So this is...

1111
01:19:39,600 --> 01:19:42,560
We just had a glimpse here.

1112
01:19:42,560 --> 01:19:48,480
But what we want now is to load our map that we did create before.

1113
01:19:48,480 --> 01:19:50,960
Wait, I didn't see that.

1114
01:19:50,960 --> 01:19:51,960
Where's the load button?

1115
01:19:51,960 --> 01:19:52,960
Top left.

1116
01:19:52,960 --> 01:19:53,960
Top left.

1117
01:19:53,960 --> 01:19:54,960
Yeah.

1118
01:19:54,960 --> 01:19:55,960
Okay, got it.

1119
01:19:55,960 --> 01:19:56,960
So with a little folder icon.

1120
01:19:56,960 --> 01:19:57,960
Okay.

1121
01:19:57,960 --> 01:19:58,960
Yeah.

1122
01:19:58,960 --> 01:19:59,960
So once you saved it, then you can import it via that.

1123
01:19:59,960 --> 01:20:00,960
Yeah, we just need a box for now.

1124
01:20:00,960 --> 01:20:01,960
Yeah, exactly.

1125
01:20:01,960 --> 01:20:02,960
So then you open it.

1126
01:20:02,960 --> 01:20:03,960
Then...

1127
01:20:03,960 --> 01:20:04,960
Nice.

1128
01:20:04,960 --> 01:20:05,960
Now it builds our huge gate.

1129
01:20:05,960 --> 01:20:06,960
Okay.

1130
01:20:06,960 --> 01:20:25,160
Okay, let's...

1131
01:20:25,160 --> 01:20:29,200
One thing that I just noticed, it's something...

1132
01:20:29,200 --> 01:20:33,200
It's capping our front portion here.

1133
01:20:33,200 --> 01:20:34,200
But you see it's loaded.

1134
01:20:34,200 --> 01:20:35,200
Yeah, I see that.

1135
01:20:35,200 --> 01:20:36,200
It loads in chunks.

1136
01:20:36,200 --> 01:20:37,200
Yeah.

1137
01:20:37,200 --> 01:20:38,200
That's fine.

1138
01:20:38,200 --> 01:20:39,200
We'll just...

1139
01:20:39,200 --> 01:20:40,200
That's fine.

1140
01:20:40,200 --> 01:20:41,200
Yeah.

1141
01:20:41,200 --> 01:20:42,200
For now, it's fine.

1142
01:20:42,200 --> 01:20:44,000
But it has to do something with the orientation.

1143
01:20:44,000 --> 01:20:45,000
Okay.

1144
01:20:45,000 --> 01:20:46,000
Yeah, we just need to...

1145
01:20:46,000 --> 01:20:48,200
So is that like a bug you need to fix or is that we didn't...

1146
01:20:48,200 --> 01:20:51,200
No, it's actually intended.

1147
01:20:51,200 --> 01:20:59,200
But we might be able to solve this programmatically so that you don't need to care on positioning.

1148
01:20:59,200 --> 01:21:08,440
But right now, we should...actually, even if we combine these two, then it should be solved

1149
01:21:08,440 --> 01:21:09,440
already.

1150
01:21:09,440 --> 01:21:12,560
Let me save again and then we will check if it's solved.

1151
01:21:12,560 --> 01:21:15,920
It would be nice to have the full map.

1152
01:21:15,920 --> 01:21:24,240
As I said, it's something that you can adjust in your voxel model directly.

1153
01:21:24,240 --> 01:21:26,040
But let's load again.

1154
01:21:26,040 --> 01:21:29,360
See what we get.

1155
01:21:29,360 --> 01:21:32,080
Yes, this looks much better.

1156
01:21:32,080 --> 01:21:33,600
I got it.

1157
01:21:33,600 --> 01:21:35,600
So that's what we intended.

1158
01:21:35,600 --> 01:21:36,600
Okay.

1159
01:21:36,600 --> 01:21:37,600
Yeah.

1160
01:21:37,600 --> 01:21:38,600
Okay.

1161
01:21:38,600 --> 01:21:39,880
Now we have...okay.

1162
01:21:39,880 --> 01:21:41,480
But what we...

1163
01:21:41,480 --> 01:21:42,480
Some things are missing, but...

1164
01:21:42,480 --> 01:21:43,480
Yeah.

1165
01:21:43,480 --> 01:21:46,480
By and large, we have what we need.

1166
01:21:46,480 --> 01:21:47,480
Yeah.

1167
01:21:47,480 --> 01:21:48,480
As we know...

1168
01:21:48,480 --> 01:21:50,480
We're still working on the beta.

1169
01:21:50,480 --> 01:21:51,480
It's all right.

1170
01:21:51,480 --> 01:21:52,480
Yeah.

1171
01:21:52,480 --> 01:21:54,480
We definitely working towards the beta.

1172
01:21:54,480 --> 01:21:58,960
So things can get messed up.

1173
01:21:58,960 --> 01:22:04,840
Let me load again to be sure that this is...

1174
01:22:04,840 --> 01:22:14,200
Yeah, I think something is indeed flipped or something.

1175
01:22:14,200 --> 01:22:19,880
Not tragic, but it's a bit weird to see this because I've never had this before.

1176
01:22:19,880 --> 01:22:21,760
That's all right.

1177
01:22:21,760 --> 01:22:22,760
That's why we do it live.

1178
01:22:22,760 --> 01:22:24,040
That's why we demo it.

1179
01:22:24,040 --> 01:22:25,040
Yeah, exactly.

1180
01:22:25,040 --> 01:22:26,040
Exactly.

1181
01:22:26,040 --> 01:22:27,040
Okay.

1182
01:22:27,040 --> 01:22:28,040
Cool.

1183
01:22:28,040 --> 01:22:29,040
So basically...

1184
01:22:29,040 --> 01:22:31,040
So now that we've done that, then...

1185
01:22:31,040 --> 01:22:35,720
So in the next episode, we can get into what do we do with it once we import it.

1186
01:22:35,720 --> 01:22:36,720
Exactly.

1187
01:22:36,720 --> 01:22:47,480
How we assign blocks, how we modify our design to be the way that we want to have it built

1188
01:22:47,480 --> 01:22:49,800
in GameMaker in the end.

1189
01:22:49,800 --> 01:22:55,080
But you can see already here when I zoom in, there are auto-assigned...

1190
01:22:55,080 --> 01:23:01,840
Sorry, my mouse wheel is really fast.

1191
01:23:01,840 --> 01:23:12,240
It assigns blocks based on my color input that I had coming from my voxel model.

1192
01:23:12,240 --> 01:23:17,080
So it automatically added more detail?

1193
01:23:17,080 --> 01:23:18,080
It's not more detail.

1194
01:23:18,080 --> 01:23:21,640
It's more like each block became now...

1195
01:23:21,640 --> 01:23:25,080
Each voxel became now a block.

1196
01:23:25,080 --> 01:23:29,440
And for example, we just have now our sea here.

1197
01:23:29,440 --> 01:23:33,160
And this will become floating water in GameMaker afterwards.

1198
01:23:33,160 --> 01:23:34,880
Got it.

1199
01:23:34,880 --> 01:23:37,880
So you're replacing those...

1200
01:23:37,880 --> 01:23:39,960
Like the water was blocked?

1201
01:23:39,960 --> 01:23:42,440
Yeah, we assign now the blocks here.

1202
01:23:42,440 --> 01:23:44,960
This is where Magic Palette comes in.

1203
01:23:44,960 --> 01:23:48,240
The voxel becomes the blocks.

1204
01:23:48,240 --> 01:23:56,560
So you import it and then each of the shader that you applied, the water shader, you then

1205
01:23:56,560 --> 01:24:01,560
replace that with the Magic Palette block water.

1206
01:24:01,560 --> 01:24:06,000
So it comes in as placeholders and then you assign and replace the placeholder.

1207
01:24:06,000 --> 01:24:07,000
Exactly.

1208
01:24:07,000 --> 01:24:08,000
Alright, I get it.

1209
01:24:08,000 --> 01:24:09,000
Makes sense.

1210
01:24:09,000 --> 01:24:14,520
So you didn't have to make it water, you can make it sand if you wanted to.

1211
01:24:14,520 --> 01:24:15,520
Exactly.

1212
01:24:15,520 --> 01:24:16,520
That's the cool thing.

1213
01:24:16,520 --> 01:24:18,240
This is what I mentioned before.

1214
01:24:18,240 --> 01:24:25,160
We can work with any colors here right now because we do later on, we do the assigning

1215
01:24:25,160 --> 01:24:30,920
here, you know, and make it look as we want to have it look.

1216
01:24:30,920 --> 01:24:31,920
Okay.

1217
01:24:31,920 --> 01:24:37,920
So we will pick up with that in episode two, which Pep and I are scheduling for early next

1218
01:24:37,920 --> 01:24:38,920
week.

1219
01:24:38,920 --> 01:24:44,440
I think we're still deciding on Monday, Tuesday, based on availability between the two of us.

1220
01:24:44,440 --> 01:24:50,680
So I will post that out via Twitter when the next day is where we will start assigning

1221
01:24:50,680 --> 01:24:56,040
blocks to really use the Power of Magic Palette.

1222
01:24:56,040 --> 01:24:58,920
Yes, yes, that's awesome.

1223
01:24:58,920 --> 01:25:01,080
Pep, thank you so much, man.

1224
01:25:01,080 --> 01:25:02,680
This was great.

1225
01:25:02,680 --> 01:25:11,400
I can already see how to use this thing in the process flow of creating an experience.

1226
01:25:11,400 --> 01:25:18,960
And just the fact that you showed that you could select a preset, you even have to go

1227
01:25:18,960 --> 01:25:25,360
through the block out of VoxEdit and GameMaker.

1228
01:25:25,360 --> 01:25:28,960
If I really wanted to and I had no idea how to do that, I could select like the dungeon

1229
01:25:28,960 --> 01:25:30,080
preset.

1230
01:25:30,080 --> 01:25:36,160
But for those of you who do know all that stuff, you do know how to use GameMaker VoxEdit,

1231
01:25:36,160 --> 01:25:43,520
you may now use VoxEdit in order to create a more rich import block out model that you

1232
01:25:43,520 --> 01:25:46,800
then import into Magic Palette as you see right now.

1233
01:25:46,800 --> 01:25:51,860
And then you can start assigning blocks or you could go the GameMaker route, which is,

1234
01:25:51,860 --> 01:25:56,240
you know, the painstaking process of it putting down block, block, block, block, block.

1235
01:25:56,240 --> 01:26:00,000
And once you're done with that, then you can import that into Magic Palette.

1236
01:26:00,000 --> 01:26:06,400
And now in episode two of our follow up, we will build it out even more.

1237
01:26:06,400 --> 01:26:09,920
Yes, that's awesome.

1238
01:26:09,920 --> 01:26:10,920
Thank you.

1239
01:26:10,920 --> 01:26:12,400
I really appreciate that.

1240
01:26:12,400 --> 01:26:18,000
Now, now I know what it looks like.

1241
01:26:18,000 --> 01:26:19,520
And I appreciate that.

1242
01:26:19,520 --> 01:26:23,020
Does anyone have any questions before we close out?

1243
01:26:23,020 --> 01:26:28,600
If you do have questions, please post them because we are about to end for today.

1244
01:26:28,600 --> 01:26:33,240
And while we spend a few minutes or a few seconds waiting for questions, I'm going to

1245
01:26:33,240 --> 01:26:39,600
look in the sandbox category on Twitch to see if there's anyone that we can raid.

1246
01:26:39,600 --> 01:26:42,240
Yeah, it's cool.

1247
01:26:42,240 --> 01:26:43,240
Tom Voxel.

1248
01:26:43,240 --> 01:26:44,800
Yeah, that's exactly the idea.

1249
01:26:44,800 --> 01:26:51,920
You start with your 9696 just as an asset as you would design an asset.

1250
01:26:51,920 --> 01:26:59,800
I mean, I worked today in Magica Voxel as you see, because I'm more used to but yeah,

1251
01:26:59,800 --> 01:27:04,080
VoxEdit can do exactly the same except the shaders.

1252
01:27:04,080 --> 01:27:07,540
This stuff here, VoxEdit can do, for example.

1253
01:27:07,540 --> 01:27:11,160
But you still can can modeling wherever you want.

1254
01:27:11,160 --> 01:27:12,640
Bring it here.

1255
01:27:12,640 --> 01:27:13,640
Apply shaders.

1256
01:27:13,640 --> 01:27:17,680
Yeah, it's really up to you guys.

1257
01:27:17,680 --> 01:27:24,280
Whatever you feel most comfortable with and in the intersection will be magic palette

1258
01:27:24,280 --> 01:27:31,080
where you assign the blocks and make your things look as you want to have them look.

1259
01:27:31,080 --> 01:27:38,480
Even import your own blocks or choose from one of the many, many, many, many, many blocks

1260
01:27:38,480 --> 01:27:40,280
that we have here.

1261
01:27:40,280 --> 01:27:41,280
Yeah.

1262
01:27:41,280 --> 01:27:48,160
And Voxel looks like so you're getting a lot of you're getting a lot of kudos, by the way,

1263
01:27:48,160 --> 01:27:55,440
from Tom Voxel and Play Games and Alisor and Miguel.

1264
01:27:55,440 --> 01:27:57,080
They're all saying congrats, by the way.

1265
01:27:57,080 --> 01:27:58,920
This looks great.

1266
01:27:58,920 --> 01:28:02,440
And Tom and Miguel recommend that I read Tempest.

1267
01:28:02,440 --> 01:28:05,560
So I'm looking at Tempest Studios DFW.

1268
01:28:05,560 --> 01:28:06,560
Right.

1269
01:28:06,560 --> 01:28:08,520
Free live streaming.

1270
01:28:08,520 --> 01:28:09,520
That's got to be it.

1271
01:28:09,520 --> 01:28:10,520
Okay.

1272
01:28:10,520 --> 01:28:11,520
I'm going to double his viewership.

1273
01:28:11,520 --> 01:28:13,240
He already has 25.

1274
01:28:13,240 --> 01:28:14,240
That's awesome.

1275
01:28:14,240 --> 01:28:15,880
Thank you all for coming here.

1276
01:28:15,880 --> 01:28:18,240
We have 20 viewers.

1277
01:28:18,240 --> 01:28:22,280
That's a lot of people want to look at magic palette.

1278
01:28:22,280 --> 01:28:24,800
We keep it up.

1279
01:28:24,800 --> 01:28:25,800
We push it.

1280
01:28:25,800 --> 01:28:26,800
Thanks guys.

1281
01:28:26,800 --> 01:28:27,800
We're gonna start the raid.

1282
01:28:27,800 --> 01:28:28,800
Really cool.

1283
01:28:28,800 --> 01:28:31,040
I will send out the tweet for episode two.

1284
01:28:31,040 --> 01:28:36,880
And thank you all for thank you all for showing Pepe your support.

1285
01:28:36,880 --> 01:28:42,480
Yeah, raid countdown and Pepe, thank you again for your time.

1286
01:28:42,480 --> 01:28:44,080
Bye guys.

1287
01:28:44,080 --> 01:29:07,520
Thanks for hosting, Lancet.

