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All right, welcome everybody.

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Sandell podcast number 15, man, we are already at 15.

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That bit last you and I spoke, I was at 13, I think.

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14 even.

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So 13.

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Yeah.

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So a couple days ago, I interviewed another advisory board member, Mia Bao.

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So she was.

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Yeah, it turns out she's the co founder of DOWBASE, which is a big DOW aggregator.

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And I tweeted about it last night because it's basically what I do with the scoreboard

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and the checkbook, but on a much grander scale.

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And I'm a big, big fan because it shows all the voters and how they voted about the only

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thing that's missing is the contact information, which yeah, so some stuff that we'll have

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to figure out.

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I got a sip coming up for that, by the way, but that's not why we're here today.

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We're here to do part two of of magic palette with Pepe.

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And part one was all about the concept.

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And part two is going to be all about magic being in magic palette to sculpt it to what

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you need it to be.

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So we'll go over the beginnings one more time.

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Scope of the talk sip is going to be an update of sip number six, which is magic palette

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in a demo.

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Disclaimers have been I don't represent the sandbox game or the sandbox foundation, or

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not your financial or legal advisors and nothing we say is to be taken as such.

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Scoreboard hasn't changed since last we talked on Friday.

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You'll have to write I think they're still going on right now.

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They only have they don't have much longer to go.

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So sip 10 and some nine need your vote.

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Quorum is struggling.

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It's struggling bad.

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So even sip 10 is not even broken 50%.

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Even though it has 66% of the vote, whereas sip nine, it has its right neck and neck 5050

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almost and it too has struggled to me quorum it's at 33% of the vote.

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Please go vote.

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If you vote yes or vote no just go vote.

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So there we go.

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Checkbook.

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We're still sitting at 13% spent of the 15.5 million.

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This slide I did add since Friday.

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This is the Dow based AI.

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So I spoke to me about on Sunday, yesterday, and she's an advisory board member she founded

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Dow base which is a big aggregator.

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And it shows more so than what my stuff could show how many token holders are how many voters

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there are how the Treasury is being spent over time, how the voters are voting her vote.

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So you can look up the members and see who has the 27 which wall has a 27 million votes.

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You know which fault that is that sandbox, but then who has the 3 million, the $5 million

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all the way down.

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And how do they vote yes or no in the past number of sits.

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So really, really cool.

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I highly recommend it now based on AI.

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I tweeted a link to it.

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Go ahead.

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Yeah.

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Is this is this for any Dow kind of?

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Yes.

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How is it structured?

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There are over 160,000 Dows and this thing.

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And I just realized I'm not sure if I'm online.

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Looks good.

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You see me?

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Yeah, yeah, you can see me.

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Oh, okay.

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Then I guess it's my own internet.

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Okay, looks good on Twitter.

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All looks fine.

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Yeah.

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All right.

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Cool.

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Then we're good to go.

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So yes, Dow based AI.

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Check it out.

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It is what you want to see about a Dow all the all the intelligence that you would want

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to know about how it's spending its proposals.

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It's cool.

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I like introductions on the podcast host.

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I'm a landowner.

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I've published two experiences almost at my third.

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And the way things are going with magic palette, I'll be at 20 experiences in no time flat.

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So as you'll see, magic palette is so easy, even I can use it and I'm not really too much

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of a builder.

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So this is really geared toward people like myself, and it will enhance the people who

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are really good at building experiences like to Shay and an AU 24k.

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Pets like so Eduardo from meta theory, there's this will enhance you if you're good, and

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it will get you started if you're not like me.

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So Pepe, up to you.

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Well, well said.

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Awesome.

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Yeah, it definitely should be an accelerator.

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And it covers especially this early design phase, where you kind of flesh out your your

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idea and bringing it to life.

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And this is where we come in with magic palette that we develop here on with my team on with

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send Russia here.

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It's yeah, it's quite a journey.

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It comes quite a it came quite a long way already.

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And you're excited to bring it into the hands of all you guys who build create who really

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will bring the most out of it.

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Yeah.

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Remind me again, Pepe, when is this expected to deliver into the hands of the community?

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Yeah.

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So we have structured our zip and our kind of process through the through the development

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that is still ongoing.

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So we have already invested quite a lot of effort, time and money into bringing it to

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fully working state to be able to push it to a better release.

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We still have a few features and kind of technical things that we want to have ready.

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And therefore we have structured it into four phases.

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The first phase is already completed.

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This is kind of the groundwork that we needed to lay.

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We are now on working on phase two.

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We are testing phase two is centered around also a few core features and the cool just

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to see Alex to join.

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Yeah, I see that Alex is part of your team.

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Yeah.

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Yes.

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He's one of our lead artists.

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And what would you say, Pepe, when it's ready to be released, are we talking like six months,

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a year less than that?

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Oh, no, way, way less.

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Way less.

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Perfect.

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Yeah, perfect.

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Cool.

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No, this will happen.

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Yeah, this will happen this year.

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Already in the next few months.

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Awesome.

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So you heard it.

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We few months.

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Yeah.

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Next few months.

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Next we roll out to.

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We already have rollouts to TSP internal level design and our team.

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So they have their hands on it and test it heavily on their own productions already.

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So internal TSP production.

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This is an ongoing process as well.

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Super, super glad and grateful that these I would call them power users because I mean

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these level designers from the sandbox itself, they really daily push experiences for clients

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and for IPs.

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So we are super excited to have these already working with Magic Palleting and giving us

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very valuable feedback.

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Yeah.

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The next phase will then be the beta release.

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After that, this is except back in let's say two months from now approximately where we

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give access to everyone that has signed up on magicpallet.io.

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You can register yourself, just drop your email and you will get on the list.

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Awesome.

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This beta version.

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This little pre register button right here.

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Yeah.

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Well, we started off an episode one on Friday was we talked about what happened after SIP

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was passed.

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Then we started going into the design process.

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So that was just us starting from scratch is if you were really using Magic Pallet,

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that's what we wanted to do.

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And we're about to get returned to that.

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So step one was we started first with a concept.

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We went through the pre production, which was I chose an island city, and then we went

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to step two, which was build the mini map.

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Pepe chose to build it within VoxEdit because it gave him a little bit more word Pepe customization,

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a little bit more power to the what he wanted to build.

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So the mini map was served as a small little draft.

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And then that was step two.

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It was a 48 by 48 by 60.

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And then he expanded it to the normal.

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If you're doing a one by one, it's 96 by 96 by 128.

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If you're doing a two by two, it's 192 by 192 by 126.

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So he expanded the mini map to the larger realistic dimensions, and then finished the

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block out.

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So we finished the block out.

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And we left off with step four, which was importing that into Magic Pallet, which is

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where we will return now to showcase the power of Magic Pallet.

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A couple things that caught my eye was one, he used magic of voxel, but you could also

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use VoxEdit in order to do your block outs.

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And your block outs is importable into Magic Pallet, which is hugely different already.

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So if you if you are a game maker at all, you know, you have to block, block, block,

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block, block, to place your blocks.

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It's painstaking, but you got to do it.

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This streamlines that big time, big time.

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So you use the power of VoxEdit to mass produce blocks.

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And then if you're using magic of voxel or different parts of voxel, you can use shaders

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and gradients to create some customization, import that into Magic Pallet.

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And now we'll see the power of that here in just a few seconds.

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So we're now on step number five, which is to start assigning blocks in Magic Pallet.

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I think we'll get through that today.

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And then whatever is left over, we will finish tomorrow and we will finish it off with a

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discussion with his experience after the sip passed, and then unlocking milestone payments

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to the development that he just spoke about.

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Power users, I'll throw in that question too.

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And then understand how has the sip process gone for him, so that those of you who are

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doing your own sips can have a good idea for someone who's gone through it.

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And that's how we'll finish this out.

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So step number five, let me bring up the presentation.

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I lost it.

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There it is.

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Yeah, bring it to the forefront.

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And there we go.

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So Pepe, I'm showing your screen now and it's ready to go.

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Awesome.

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That's great.

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Let me check one thing.

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I think last time we had a resolution problem.

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Do you see?

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Yep, I see it good.

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I see well.

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Is it well?

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I think.

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What was it last time?

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It was kind of the...

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Last time it was a little grainy.

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Oh, it is right now again.

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So we need to do that adjustment that we made.

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And while you're doing that, I will create the zoom in function.

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And yes, it was something with...

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So as he is working through, I will keep the steps going so that you can just like last

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time, you'll see the steps as I follow along with him.

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There we go.

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So we're on step five.

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The expected deliveries in just a few months is pretty exciting.

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I mean, in terms of how SIP's gone, this is a very ideal thing.

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We're already demoing the SIP itself and what it's going to produce.

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So I'd say money well spent on the DAO.

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That's great.

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I need to check.

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Last time we had something with the frame rate, wasn't it?

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Yeah, yeah, it was the frame rate.

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You know what?

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I can help.

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I'll help adjust it.

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Cool.

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And it's under video settings.

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Frame rate is x60 now and it looks a little bit...

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I think it's the height and the width.

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It's 720 by 1280.

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Let me check.

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I only have limited...

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Ah, yes.

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Frame rate was 60.

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And then we had something...

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Yes, there you go.

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Now it's fixed.

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Yes.

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Nice.

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Excellent.

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Because much better if you guys see what we are doing.

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You should be able to see things at a much higher rate now.

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Yes, this is great.

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This should work now.

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As said, please pre-register because as I explained, we kind of go live with a better

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version first.

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Once we release this version, we really look forward to your feedback.

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It will be a version where export functions will be limited a bit, quite a bit.

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But still, you have the option to finally do your own maps and create them and assign

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blocks as we do today.

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And from there, we then go live with the full version for everybody.

254
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Magic Pallet is and should always be free, available to all builders.

255
00:16:10,560 --> 00:16:14,280
That was always our intention.

256
00:16:14,280 --> 00:16:21,320
And we have a lot of exciting stuff that is even not noted in the SIP that we are developing

257
00:16:21,320 --> 00:16:23,240
right now and adding...

258
00:16:23,240 --> 00:16:24,240
Little bonus items?

259
00:16:24,240 --> 00:16:25,240
Okay.

260
00:16:25,240 --> 00:16:26,240
Cool.

261
00:16:26,240 --> 00:16:29,240
Of course, of course, of course.

262
00:16:29,240 --> 00:16:30,240
Always.

263
00:16:30,240 --> 00:16:34,520
And yeah, but let's dive in for today.

264
00:16:34,520 --> 00:16:42,680
So last thing we did was we imported the island city and we were just about to start assigning

265
00:16:42,680 --> 00:16:43,840
blocks as you say.

266
00:16:43,840 --> 00:16:47,240
Can you explain what that means to assign a block?

267
00:16:47,240 --> 00:16:48,640
Definitely.

268
00:16:48,640 --> 00:16:58,960
Let's give a short recap because I had a quick minute where I did refine our map just lightly.

269
00:16:58,960 --> 00:17:02,240
You see it here in the center.

270
00:17:02,240 --> 00:17:05,080
It's basically what we did last time.

271
00:17:05,080 --> 00:17:15,080
But I just added these walls, city walls and a bit of, let's say, a bit of details, not

272
00:17:15,080 --> 00:17:17,440
much more that we had.

273
00:17:17,440 --> 00:17:21,640
Maybe we can go back even to our first version.

274
00:17:21,640 --> 00:17:22,960
Right, right, right, right.

275
00:17:22,960 --> 00:17:23,960
Yeah.

276
00:17:23,960 --> 00:17:28,240
So we started with the block on the left and then you added the shader, which was the water.

277
00:17:28,240 --> 00:17:30,200
Yes, for example.

278
00:17:30,200 --> 00:17:34,120
Yeah, that was one of the, you can plot your scene.

279
00:17:34,120 --> 00:17:35,120
You see it here.

280
00:17:35,120 --> 00:17:36,120
If I choose.

281
00:17:36,120 --> 00:17:43,600
And then we made it sandstone so that it wouldn't be so dark and scary.

282
00:17:43,600 --> 00:17:47,360
Yeah, that was your wish.

283
00:17:47,360 --> 00:17:52,920
I refined the, you can see it here, the mini mini map kind of.

284
00:17:52,920 --> 00:17:55,720
Oh, and it renders the shading.

285
00:17:55,720 --> 00:17:57,560
Okay, got it.

286
00:17:57,560 --> 00:17:58,560
Yeah.

287
00:17:58,560 --> 00:18:04,920
And then we added a few caves and all that because you said you want to be able to dive

288
00:18:04,920 --> 00:18:05,920
into this.

289
00:18:05,920 --> 00:18:09,320
And if you're looking to see how we did that, look at Friday's episode.

290
00:18:09,320 --> 00:18:14,160
So send out podcast 13 and you'll see how we did that block out.

291
00:18:14,160 --> 00:18:15,160
Exactly.

292
00:18:15,160 --> 00:18:23,160
From there, we scaled it up from a really small size where you can work fast.

293
00:18:23,160 --> 00:18:26,760
48 by 48 by 60 is what you had it as.

294
00:18:26,760 --> 00:18:29,640
Yeah, and then we already go larger.

295
00:18:29,640 --> 00:18:33,440
This is kind of, this would be a one by one as you see here.

296
00:18:33,440 --> 00:18:35,480
That'd be 96 by 96 by 128.

297
00:18:35,480 --> 00:18:38,480
See, I was paying attention.

298
00:18:38,480 --> 00:18:40,480
Paying attention.

299
00:18:40,480 --> 00:18:41,480
Perfect.

300
00:18:41,480 --> 00:18:46,760
And here I started to lay out the city walls.

301
00:18:46,760 --> 00:18:51,040
Oh, maybe we should just to complete the whole idea.

302
00:18:51,040 --> 00:18:53,520
There was this.

303
00:18:53,520 --> 00:18:57,160
This was the reference image that you guys see.

304
00:18:57,160 --> 00:18:58,160
I'm okay.

305
00:18:58,160 --> 00:18:59,320
We can proceed right through that.

306
00:18:59,320 --> 00:19:00,320
That's fine with me.

307
00:19:00,320 --> 00:19:01,320
Yeah.

308
00:19:01,320 --> 00:19:02,320
Yeah, perfect.

309
00:19:02,320 --> 00:19:05,720
So this is where we started kind of.

310
00:19:05,720 --> 00:19:08,440
And now we had some inspiration from a concept art.

311
00:19:08,440 --> 00:19:09,440
Yep.

312
00:19:09,440 --> 00:19:10,440
This is good with me.

313
00:19:10,440 --> 00:19:11,440
It's all good.

314
00:19:11,440 --> 00:19:12,440
Good.

315
00:19:12,440 --> 00:19:17,200
And we have now these rock formations.

316
00:19:17,200 --> 00:19:25,960
And on top the city walls and the towers, very simple and abstract for now.

317
00:19:25,960 --> 00:19:28,280
And this is now the.

318
00:19:28,280 --> 00:19:30,840
Oh, I see what you did.

319
00:19:30,840 --> 00:19:31,840
Okay.

320
00:19:31,840 --> 00:19:33,920
So you added some grass patches.

321
00:19:33,920 --> 00:19:37,600
You added some secondary layers to the wall.

322
00:19:37,600 --> 00:19:40,440
Yes, exactly.

323
00:19:40,440 --> 00:19:51,160
So we can see what we have here is kind of still, I would call it a simple block out,

324
00:19:51,160 --> 00:19:53,040
but already a few details dialed in.

325
00:19:53,040 --> 00:19:55,320
It's starting to be an enhanced block out.

326
00:19:55,320 --> 00:19:57,920
Pepe, don't sell yourself short.

327
00:19:57,920 --> 00:20:00,800
Yes, exactly.

328
00:20:00,800 --> 00:20:03,920
But I wanted to add a bit more water.

329
00:20:03,920 --> 00:20:11,000
These waterfalls here down there and the back walls.

330
00:20:11,000 --> 00:20:12,800
And some waterfalls.

331
00:20:12,800 --> 00:20:13,800
Okay.

332
00:20:13,800 --> 00:20:14,800
Yes.

333
00:20:14,800 --> 00:20:18,280
And what you also will see and what you just mentioned.

334
00:20:18,280 --> 00:20:28,520
So we have here this is the water volume that we afterward will kind of be able to.

335
00:20:28,520 --> 00:20:30,140
Now, show me real quickly, please.

336
00:20:30,140 --> 00:20:32,160
How did you do that?

337
00:20:32,160 --> 00:20:33,160
That's impressive.

338
00:20:33,160 --> 00:20:37,240
I just showed the water so you can see how everyone's going to flow.

339
00:20:37,240 --> 00:20:39,960
How did you only show the water like that?

340
00:20:39,960 --> 00:20:44,680
Well, the model itself is kind of structured in multiple.

341
00:20:44,680 --> 00:20:45,680
Oh, I see.

342
00:20:45,680 --> 00:20:47,880
There's like layers like on a like on a.

343
00:20:47,880 --> 00:20:48,880
Yes.

344
00:20:48,880 --> 00:20:49,880
Okay, got it.

345
00:20:49,880 --> 00:20:50,880
You see.

346
00:20:50,880 --> 00:20:55,000
So the towers are separated.

347
00:20:55,000 --> 00:20:57,940
The sandstone volume is separated.

348
00:20:57,940 --> 00:21:02,720
And does it know that just because of the colors or how is it differentiating the layers?

349
00:21:02,720 --> 00:21:12,120
Well, it all depends on your preference because every artist and every level designer works

350
00:21:12,120 --> 00:21:13,400
differently.

351
00:21:13,400 --> 00:21:23,240
But I find it quite handy to separate them into kind of multiple building boxes and combining

352
00:21:23,240 --> 00:21:26,600
them once you are ready.

353
00:21:26,600 --> 00:21:31,880
Even now, we just implemented into Magic Pallet that this is not needed.

354
00:21:31,880 --> 00:21:38,600
So you even can use multiple objects and have them not combined, which gives you quite a

355
00:21:38,600 --> 00:21:46,200
bit more flexibility when it comes to going back and forth.

356
00:21:46,200 --> 00:21:49,720
But you can have just one model, drop it in.

357
00:21:49,720 --> 00:21:55,800
You can have multiple entities, as you see here, for example, we have just a tower, you

358
00:21:55,800 --> 00:22:01,960
know, just a simple tower with a bit of shading.

359
00:22:01,960 --> 00:22:06,760
And this is exactly how I usually at least work.

360
00:22:06,760 --> 00:22:09,860
So I just separate things.

361
00:22:09,860 --> 00:22:15,840
It's also easier to apply shaders, for example, as you see here, we have a gradient shader

362
00:22:15,840 --> 00:22:18,080
on the sandstone rock formation.

363
00:22:18,080 --> 00:22:20,680
Yeah, no, that makes sense.

364
00:22:20,680 --> 00:22:21,680
And also on the ground.

365
00:22:21,680 --> 00:22:26,960
So this is stuff you've done inside Magic Pallet after you've imported.

366
00:22:26,960 --> 00:22:28,480
This is all voxel based.

367
00:22:28,480 --> 00:22:30,120
So this is Magic Pallet.

368
00:22:30,120 --> 00:22:35,200
I meant like after you've done the gradients, after you've done the shaders.

369
00:22:35,200 --> 00:22:39,400
Does that magic go?

370
00:22:39,400 --> 00:22:40,720
Then we go to Magic Pallet.

371
00:22:40,720 --> 00:22:45,100
This is what we do now and what we want to do today.

372
00:22:45,100 --> 00:22:51,240
So we basically are happy with our block out here.

373
00:22:51,240 --> 00:22:56,600
Of course, there are a lot of details that I still would add, for example, a few maybe

374
00:22:56,600 --> 00:23:02,720
a few wooden docks or actually let's pick a color.

375
00:23:02,720 --> 00:23:05,000
This is also something that we covered last time.

376
00:23:05,000 --> 00:23:08,460
We just can pick any color for now.

377
00:23:08,460 --> 00:23:13,720
This is just a representation because each color will become a block.

378
00:23:13,720 --> 00:23:21,680
This will be we will see it in a minute.

379
00:23:21,680 --> 00:23:29,840
But for example, what I always wanted to see, and I'm not sure if it will look cool or not.

380
00:23:29,840 --> 00:23:39,720
But I imagine it would be nice to have a few, how do you say, bridges or docks or something.

381
00:23:39,720 --> 00:23:42,200
Pepe, I'm good with it.

382
00:23:42,200 --> 00:23:48,040
Let's just go right to the Magic Pallet conversation.

383
00:23:48,040 --> 00:23:49,040
I'm good with it.

384
00:23:49,040 --> 00:23:52,040
I know you're trying to perfect it because you're good at what you do.

385
00:23:52,040 --> 00:23:56,760
Just go roll right into the Magic Pallet version.

386
00:23:56,760 --> 00:23:57,760
That's perfect.

387
00:23:57,760 --> 00:24:01,840
Yeah, that let me catch this one.

388
00:24:01,840 --> 00:24:05,680
That looks good to me.

389
00:24:05,680 --> 00:24:08,280
Yeah, that's awesome.

390
00:24:08,280 --> 00:24:15,040
I also think we are definitely good to go to have it for a first run ready.

391
00:24:15,040 --> 00:24:21,960
We save our file as voxel file.

392
00:24:21,960 --> 00:24:26,440
And now we fire up my Magic Pallet.

393
00:24:26,440 --> 00:24:29,640
We are...

394
00:24:29,640 --> 00:24:30,640
There it is.

395
00:24:30,640 --> 00:24:31,640
Exactly.

396
00:24:31,640 --> 00:24:39,640
So you go to magicpallet.io, if you would log in, then this is what you'll see?

397
00:24:39,640 --> 00:24:45,960
Yeah, basically, everything is web based.

398
00:24:45,960 --> 00:24:58,120
So this gives much higher kind of, how do you say, it's easier.

399
00:24:58,120 --> 00:25:02,840
We did this decision for accessibility.

400
00:25:02,840 --> 00:25:10,560
So kind of everybody really just can, as you said, you can log in and use the software

401
00:25:10,560 --> 00:25:13,720
from any browser.

402
00:25:13,720 --> 00:25:21,520
And also because if we would go standalone as a standalone app, it would actually be

403
00:25:21,520 --> 00:25:29,000
possible to load larger maps or have a bit more powerful features, but we decided against

404
00:25:29,000 --> 00:25:37,600
it because of various reasons, especially in the crypto world and see where we have

405
00:25:37,600 --> 00:25:40,680
a lot of scams, sadly, and all that.

406
00:25:40,680 --> 00:25:43,160
We just read it, by the way.

407
00:25:43,160 --> 00:25:46,000
So to say and all of his viewers are here.

408
00:25:46,000 --> 00:25:47,000
Oh, nice.

409
00:25:47,000 --> 00:25:48,000
Thanks.

410
00:25:48,000 --> 00:25:49,720
Thank you to say.

411
00:25:49,720 --> 00:25:50,720
Thank you.

412
00:25:50,720 --> 00:25:52,760
We're gonna do a podcast.

413
00:25:52,760 --> 00:25:55,240
So we're now inside Magic Pallet.

414
00:25:55,240 --> 00:26:01,800
We were about to import our very finely made, what would you call it?

415
00:26:01,800 --> 00:26:06,360
Island, castle, water place, whatever it is.

416
00:26:06,360 --> 00:26:11,400
Yeah, definitely epic, epic water.

417
00:26:11,400 --> 00:26:13,440
Play game.

418
00:26:13,440 --> 00:26:14,440
Cool.

419
00:26:14,440 --> 00:26:21,120
So Pepe tried to make it more perfect than it already was, and I just said, Pepe, let's

420
00:26:21,120 --> 00:26:22,120
go.

421
00:26:22,120 --> 00:26:23,120
Let's do it.

422
00:26:23,120 --> 00:26:24,120
Let's let's roll.

423
00:26:24,120 --> 00:26:25,120
Yeah.

424
00:26:25,120 --> 00:26:31,040
So let's load the map that I have myself find nice red so that I can watch and learn.

425
00:26:31,040 --> 00:26:33,200
So this is where you once you loaded it.

426
00:26:33,200 --> 00:26:35,760
Now it loads itself into the web based browser.

427
00:26:35,760 --> 00:26:38,360
And here is the interpretation of the model.

428
00:26:38,360 --> 00:26:39,360
Exactly.

429
00:26:39,360 --> 00:26:40,360
Yeah.

430
00:26:40,360 --> 00:26:41,360
Yeah.

431
00:26:41,360 --> 00:26:44,720
So this is what Magic Pallet does.

432
00:26:44,720 --> 00:26:51,620
It kind of takes your we go now to the Pallet Builder on the right sidebar.

433
00:26:51,620 --> 00:26:54,800
We have our Pallet Builder.

434
00:26:54,800 --> 00:26:57,520
And so what am I looking at right now on the right hand side?

435
00:26:57,520 --> 00:26:59,960
Why do I see so many blocks?

436
00:26:59,960 --> 00:27:00,960
Block colors.

437
00:27:00,960 --> 00:27:01,960
Yeah.

438
00:27:01,960 --> 00:27:02,960
Yeah.

439
00:27:02,960 --> 00:27:06,520
So it's divided into let's say three sections.

440
00:27:06,520 --> 00:27:09,240
We covered the land generator last time.

441
00:27:09,240 --> 00:27:11,720
This is for the quick win.

442
00:27:11,720 --> 00:27:20,280
Whoever even don't want to touch any voxels, it can generate your map out of the box.

443
00:27:20,280 --> 00:27:22,760
Today we use the Pallet Builder.

444
00:27:22,760 --> 00:27:24,920
And that's the second tab here.

445
00:27:24,920 --> 00:27:29,120
We have a top.

446
00:27:29,120 --> 00:27:34,000
We kind of have the inspector or it kind of it shows us.

447
00:27:34,000 --> 00:27:37,400
Let me choose another block.

448
00:27:37,400 --> 00:27:40,520
We can we can inspect or have details.

449
00:27:40,520 --> 00:27:44,520
What does it mean to inspect exactly?

450
00:27:44,520 --> 00:27:47,320
Kind of it shows you the blocks that you're working with.

451
00:27:47,320 --> 00:27:50,920
So like you can zoom in on it and see it in more fine detail?

452
00:27:50,920 --> 00:27:51,920
Exactly.

453
00:27:51,920 --> 00:27:55,880
Not only that, you see all sides of the block.

454
00:27:55,880 --> 00:27:56,880
Okay.

455
00:27:56,880 --> 00:28:00,400
Similar to what you have in VoxEdit once you create a block.

456
00:28:00,400 --> 00:28:04,520
Did you create the asset block or is that from somewhere else?

457
00:28:04,520 --> 00:28:12,680
So we have a lot of our own blocks that we feed to the Magic Pallet database.

458
00:28:12,680 --> 00:28:17,280
Things that you've created yourself over time in previous experiences?

459
00:28:17,280 --> 00:28:19,200
Yeah, exactly.

460
00:28:19,200 --> 00:28:25,660
And especially also in regards to what we think is being used.

461
00:28:25,660 --> 00:28:32,080
For example, we have a lot of stone brick blocks, grass blocks, snow blocks, water blocks,

462
00:28:32,080 --> 00:28:33,080
lava blocks.

463
00:28:33,080 --> 00:28:43,040
So all these, I call them standard set or block sets that will help a lot of builders

464
00:28:43,040 --> 00:28:47,080
to to kind of visualize their idea.

465
00:28:47,080 --> 00:28:52,800
This is what we did work on over the last few months heavily.

466
00:28:52,800 --> 00:29:01,640
So we expanded our block sets to right now we have more than 1500 blocks already.

467
00:29:01,640 --> 00:29:06,320
1500 blocks to choose from, huh?

468
00:29:06,320 --> 00:29:08,600
1500 blocks.

469
00:29:08,600 --> 00:29:13,200
So what does it mean to, let's start from the beginning, start assigning blocks to Magic

470
00:29:13,200 --> 00:29:14,200
Pallet.

471
00:29:14,200 --> 00:29:15,760
What does that sentence mean?

472
00:29:15,760 --> 00:29:19,240
Yes, this is exactly what we do now.

473
00:29:19,240 --> 00:29:22,520
Just to finalize what we have here.

474
00:29:22,520 --> 00:29:28,920
The important part here and we can just take a quick look here actually.

475
00:29:28,920 --> 00:29:38,520
We have every block is linked to the kind of how do you say the marketplace.

476
00:29:38,520 --> 00:29:39,520
The sandbox marketplace?

477
00:29:39,520 --> 00:29:40,520
Exactly.

478
00:29:40,520 --> 00:29:41,520
You see it here.

479
00:29:41,520 --> 00:29:44,560
I will put up my browser.

480
00:29:44,560 --> 00:29:45,560
How fascinating.

481
00:29:45,560 --> 00:29:50,600
Okay, so the inspector allows you to connect it to the marketplace block where you can

482
00:29:50,600 --> 00:29:54,120
see and what does that help you do?

483
00:29:54,120 --> 00:30:03,400
Yes, because in the end you see it here we just take the blocks that we created in this

484
00:30:03,400 --> 00:30:09,880
case but there are thousands of other blocks that are really hard to find sadly in the

485
00:30:09,880 --> 00:30:10,880
marketplace.

486
00:30:10,880 --> 00:30:13,400
You can't search for blocks right now.

487
00:30:13,400 --> 00:30:20,320
So you need their IDs and this is this ID number up here.

488
00:30:20,320 --> 00:30:22,880
Address bar.

489
00:30:22,880 --> 00:30:31,400
So to have everything working we need these blocks because they will be pushed to the

490
00:30:31,400 --> 00:30:41,440
final file or level design that we then load into GameMaker in the end of course.

491
00:30:41,440 --> 00:30:48,320
So therefore every block needs to exist also or needs to be published in the marketplace.

492
00:30:48,320 --> 00:30:56,280
So this is a thing that is needed and you see it here it has this ID bar here.

493
00:30:56,280 --> 00:31:04,320
We also have a hex code and the hex code is kind of the link import.

494
00:31:04,320 --> 00:31:05,720
Yeah, exactly.

495
00:31:05,720 --> 00:31:12,680
The color that we see here and as you see if I blend out this is our color model I would

496
00:31:12,680 --> 00:31:13,680
say.

497
00:31:13,680 --> 00:31:22,920
This is what we did import from MagicAvoxel as a vox file and we now assign blocks because

498
00:31:22,920 --> 00:31:29,440
what and you see it already here if I go back to block mode.

499
00:31:29,440 --> 00:31:33,720
Magic Palette does this on its own.

500
00:31:33,720 --> 00:31:45,360
It kind of figures out the value or the color shade and try to assign the closest blocks

501
00:31:45,360 --> 00:31:47,700
and that it has right now.

502
00:31:47,700 --> 00:31:53,400
This gives you quite quirky outlooks like we see here.

503
00:31:53,400 --> 00:31:59,520
It assembles the tower out of really wild blocks.

504
00:31:59,520 --> 00:32:07,600
Some of them might be even good to go but others need to be refined.

505
00:32:07,600 --> 00:32:08,920
So wait, pause for a second.

506
00:32:08,920 --> 00:32:17,240
So you imported the gradients and it is interpreting each of the gradient models as it's like replacing

507
00:32:17,240 --> 00:32:21,520
it with a different block that is connected to the sandbox marketplace.

508
00:32:21,520 --> 00:32:23,480
Yes, exactly.

509
00:32:23,480 --> 00:32:32,240
Each color becomes a block and we of course feed the whole system with a huge database.

510
00:32:32,240 --> 00:32:36,360
Is this done automatically Pepe or do you have control over which ones?

511
00:32:36,360 --> 00:32:38,840
Yes, that's the cool thing.

512
00:32:38,840 --> 00:32:47,960
It does it automatically as you see here but it's not usually what you want.

513
00:32:47,960 --> 00:32:54,560
Sometimes it can give you quite a nice base layer to work with but other stuff you just

514
00:32:54,560 --> 00:33:02,240
definitely want to assign either your own blocks or a better suited block that will

515
00:33:02,240 --> 00:33:04,960
work better with your version.

516
00:33:04,960 --> 00:33:07,960
This is exactly what we do right now.

517
00:33:07,960 --> 00:33:10,520
We have our palette.

518
00:33:10,520 --> 00:33:13,360
That's the sidebar on the left.

519
00:33:13,360 --> 00:33:17,840
We have our block library.

520
00:33:17,840 --> 00:33:24,080
As you see, we have tons of tons of tons of various shades of blocks.

521
00:33:24,080 --> 00:33:32,240
For example, here we have a full lava block and the neat thing here, you also can search

522
00:33:32,240 --> 00:33:34,440
for just lava blocks.

523
00:33:34,440 --> 00:33:39,720
So show me what it means to make one of those assignments.

524
00:33:39,720 --> 00:33:40,720
I see the palette.

525
00:33:40,720 --> 00:33:41,880
I see the blocks.

526
00:33:41,880 --> 00:33:45,320
How do you assign that?

527
00:33:45,320 --> 00:33:49,640
That's now what we exactly use Magic Palette for.

528
00:33:49,640 --> 00:33:52,000
First we start easy.

529
00:33:52,000 --> 00:33:55,400
We basically don't want lava but we want water.

530
00:33:55,400 --> 00:33:56,700
We search for water.

531
00:33:56,700 --> 00:34:00,800
It shows us all available water blocks right now.

532
00:34:00,800 --> 00:34:07,560
We choose, we just click one of the blocks that we want to work with.

533
00:34:07,560 --> 00:34:11,280
In this case, it's one of these water blocks.

534
00:34:11,280 --> 00:34:18,520
We assign a water block.

535
00:34:18,520 --> 00:34:20,720
You zoom in after you change it like that.

536
00:34:20,720 --> 00:34:23,160
Show me what it looks like up close.

537
00:34:23,160 --> 00:34:24,640
Yes, exactly.

538
00:34:24,640 --> 00:34:27,760
It just needs to be...

539
00:34:27,760 --> 00:34:33,100
And each of these blocks on the right hand side where it says water, that's connected

540
00:34:33,100 --> 00:34:38,680
to an NFT on the marketplace?

541
00:34:38,680 --> 00:34:41,120
Actually blocks are not NFTs.

542
00:34:41,120 --> 00:34:43,320
They are never minted.

543
00:34:43,320 --> 00:34:47,440
And this is a decision that comes from KSB.

544
00:34:47,440 --> 00:34:52,420
We are kind of happy and sad on this.

545
00:34:52,420 --> 00:34:56,560
You never can sell your blocks or so.

546
00:34:56,560 --> 00:35:03,160
But we have plans to load all these block sets, for example, the water set that you

547
00:35:03,160 --> 00:35:13,560
just see here with various rates of water in bundles so that you can really load.

548
00:35:13,560 --> 00:35:19,840
Because as I just mentioned, we have already more than 1,500 blocks in our library.

549
00:35:19,840 --> 00:35:24,880
And we want the user to give the freedom to load what they need.

550
00:35:24,880 --> 00:35:33,160
So we certainly provide a base set with all the needed starting blocks, kind of.

551
00:35:33,160 --> 00:35:35,400
But from there, you can import your own blocks.

552
00:35:35,400 --> 00:35:37,840
You can use our sets.

553
00:35:37,840 --> 00:35:39,840
You can add more.

554
00:35:39,840 --> 00:35:40,840
Yeah.

555
00:35:40,840 --> 00:35:45,600
So where are these blocks housed?

556
00:35:45,600 --> 00:35:47,800
The ones that you have, the 1,500?

557
00:35:47,800 --> 00:35:50,360
Where do they live?

558
00:35:50,360 --> 00:35:52,840
They live definitely on the marketplace.

559
00:35:52,840 --> 00:35:55,720
But as I said, they're really hard to find.

560
00:35:55,720 --> 00:35:57,160
You need their ID.

561
00:35:57,160 --> 00:36:00,160
And this is exactly the link that MagicPilot does.

562
00:36:00,160 --> 00:36:03,760
It grabs the ID and assigns them here in the build.

563
00:36:03,760 --> 00:36:08,400
How did you find them if they're so hard to find?

564
00:36:08,400 --> 00:36:10,160
Because we created them, you know.

565
00:36:10,160 --> 00:36:11,600
Oh, I see.

566
00:36:11,600 --> 00:36:12,600
Okay.

567
00:36:12,600 --> 00:36:13,600
Yeah.

568
00:36:13,600 --> 00:36:18,640
And if you are the creator, then you have access to the ID.

569
00:36:18,640 --> 00:36:25,920
And if you are a builder yourself, you know that you probably almost certainly also have

570
00:36:25,920 --> 00:36:27,200
your own blocks.

571
00:36:27,200 --> 00:36:29,520
And this we definitely want to enable.

572
00:36:29,520 --> 00:36:37,120
So this comes in phase three already, I think, or phase four, where we present a solution

573
00:36:37,120 --> 00:36:46,080
that you as artists also be able to feed kind of your account with your own blocks, you

574
00:36:46,080 --> 00:36:54,160
know, because each and every project has their own ideas and style and vision when it comes

575
00:36:54,160 --> 00:36:55,360
to blocks.

576
00:36:55,360 --> 00:37:00,760
So you have a library of 1,500 blocks that you and your team have already created.

577
00:37:00,760 --> 00:37:04,160
So you're making that available to the community.

578
00:37:04,160 --> 00:37:10,720
And then you're able to import your own blocks separate from the 1,500 that have already

579
00:37:10,720 --> 00:37:11,720
been created.

580
00:37:11,720 --> 00:37:12,720
Yeah, exactly.

581
00:37:12,720 --> 00:37:13,720
Yeah.

582
00:37:13,720 --> 00:37:14,720
Okay.

583
00:37:14,720 --> 00:37:19,600
So as you see, I will zoom in a bit just here, the landscape.

584
00:37:19,600 --> 00:37:22,000
We have assigned it was ice before.

585
00:37:22,000 --> 00:37:26,320
So when you say assign in this case, you're choosing a color that you imported from the

586
00:37:26,320 --> 00:37:33,640
block out, you are replacing that color with the block that is either part of the 1,500

587
00:37:33,640 --> 00:37:34,640
or that you imported.

588
00:37:34,640 --> 00:37:35,640
All right.

589
00:37:35,640 --> 00:37:36,640
Yes.

590
00:37:36,640 --> 00:37:40,600
So that's the magic of it then, huh?

591
00:37:40,600 --> 00:37:41,600
That's the magic sauce.

592
00:37:41,600 --> 00:37:42,600
That's the magic.

593
00:37:42,600 --> 00:37:43,600
All right.

594
00:37:43,600 --> 00:37:45,600
We figured it out.

595
00:37:45,600 --> 00:37:46,600
Awesome.

596
00:37:46,600 --> 00:37:54,000
So we searched for grass, everything is tagged and kind of categorized in our database.

597
00:37:54,000 --> 00:38:02,320
This makes it much easier to build because in yeah, as we all know in Gammac, it is not

598
00:38:02,320 --> 00:38:06,880
possible and on the marketplace, you just can't search.

599
00:38:06,880 --> 00:38:18,080
So we decided to put a focus also on accessibility and we can now assign these grass blocks,

600
00:38:18,080 --> 00:38:19,080
let's say.

601
00:38:19,080 --> 00:38:24,240
And I see the top right, it says top, bottom, left, right.

602
00:38:24,240 --> 00:38:28,160
Are those like quadrants of the block that you can change?

603
00:38:28,160 --> 00:38:33,080
No, that's the side.

604
00:38:33,080 --> 00:38:39,560
Oh, that's just part of like a picture of what it looks like.

605
00:38:39,560 --> 00:38:44,840
Yeah, it's kind of each side of the block, the sixth side, it represents the sixth side.

606
00:38:44,840 --> 00:38:45,840
Got it.

607
00:38:45,840 --> 00:38:46,840
Got it.

608
00:38:46,840 --> 00:38:47,840
And then there's a hex number underneath it.

609
00:38:47,840 --> 00:38:48,840
I see.

610
00:38:48,840 --> 00:38:53,640
And then the ID number if you want to find it in its obscure location on the marketplace.

611
00:38:53,640 --> 00:38:56,280
That's well said.

612
00:38:56,280 --> 00:38:57,280
Yeah.

613
00:38:57,280 --> 00:38:58,280
Okay.

614
00:38:58,280 --> 00:38:59,280
That looks cool.

615
00:38:59,280 --> 00:39:00,280
That's trippy, but that's cool.

616
00:39:00,280 --> 00:39:06,280
Exactly.

617
00:39:06,280 --> 00:39:17,240
And we have now already a few very simple grass blocks assigned here on these top surfaces.

618
00:39:17,240 --> 00:39:23,840
We can choose to use whatever we want.

619
00:39:23,840 --> 00:39:27,760
In this case, Pepe, what would you recommend to someone who is a beginner?

620
00:39:27,760 --> 00:39:32,880
Say if you weren't here to advise me on what to do, what would you recommend that I stick

621
00:39:32,880 --> 00:39:40,480
to or how would you recommend that I go about this?

622
00:39:40,480 --> 00:39:49,760
Basically I really would think, yeah, go kind of global and think about your style, your

623
00:39:49,760 --> 00:40:01,680
vision, how you want to visualize everything and really start with these basic assignments,

624
00:40:01,680 --> 00:40:03,840
let's say.

625
00:40:03,840 --> 00:40:08,200
Let's say that then the wall to me looks really pixelated.

626
00:40:08,200 --> 00:40:13,760
I like to make it a little bit more monotone with some color changes.

627
00:40:13,760 --> 00:40:14,760
Exactly.

628
00:40:14,760 --> 00:40:18,020
This is what we do right now.

629
00:40:18,020 --> 00:40:23,000
We go for the walls and we also go for the sandstone because we also have some various

630
00:40:23,000 --> 00:40:26,080
blocks here that are a bit off.

631
00:40:26,080 --> 00:40:31,280
We actually have already assigned some sand blocks, but we will...

632
00:40:31,280 --> 00:40:34,400
Yeah, the one with the wavy look, that looks cool.

633
00:40:34,400 --> 00:40:35,400
I like that.

634
00:40:35,400 --> 00:40:36,400
This one?

635
00:40:36,400 --> 00:40:37,400
Yeah.

636
00:40:37,400 --> 00:40:38,400
That one.

637
00:40:38,400 --> 00:40:42,560
We have a gradient with this one, so we definitely will try this afterwards.

638
00:40:42,560 --> 00:40:43,560
Okay.

639
00:40:43,560 --> 00:40:45,680
Actually, let's do this first.

640
00:40:45,680 --> 00:40:49,240
As you said, we have this wavy...

641
00:40:49,240 --> 00:40:52,960
Let's search for...

642
00:40:52,960 --> 00:40:57,040
So I would be searching for sand like you're doing right now and then from there I would

643
00:40:57,040 --> 00:41:03,600
try to pick the various types of sandstone you have to make something that looks appealing.

644
00:41:03,600 --> 00:41:05,720
Yes, exactly.

645
00:41:05,720 --> 00:41:07,920
That would be the basic idea.

646
00:41:07,920 --> 00:41:15,640
So then, correct me if I'm wrong, if we hadn't applied a gradient to during Magic of Voxel

647
00:41:15,640 --> 00:41:16,640
we wouldn't be able to do this.

648
00:41:16,640 --> 00:41:19,280
It would all just be one sandstone color.

649
00:41:19,280 --> 00:41:20,280
Exactly.

650
00:41:20,280 --> 00:41:22,080
That's exactly what we...

651
00:41:22,080 --> 00:41:23,080
See?

652
00:41:23,080 --> 00:41:24,920
I'm starting to see the magic behind this.

653
00:41:24,920 --> 00:41:25,920
Okay.

654
00:41:25,920 --> 00:41:26,920
All right.

655
00:41:26,920 --> 00:41:28,920
So we slowly...

656
00:41:28,920 --> 00:41:32,160
Let me see.

657
00:41:32,160 --> 00:41:37,280
We actually should start with the brightest tone.

658
00:41:37,280 --> 00:41:40,080
I would say it would be...

659
00:41:40,080 --> 00:41:41,200
Hey, nice.

660
00:41:41,200 --> 00:41:42,200
That looks good.

661
00:41:42,200 --> 00:41:43,200
I like that.

662
00:41:43,200 --> 00:41:44,200
This one?

663
00:41:44,200 --> 00:41:46,000
The one before?

664
00:41:46,000 --> 00:41:47,560
That's good too.

665
00:41:47,560 --> 00:41:48,560
The one before...

666
00:41:48,560 --> 00:41:49,560
Let me check.

667
00:41:49,560 --> 00:41:50,560
That's fine.

668
00:41:50,560 --> 00:41:55,560
Yeah, we quite have a few...

669
00:41:55,560 --> 00:41:58,720
Let me check.

670
00:41:58,720 --> 00:41:59,720
That's good right there.

671
00:41:59,720 --> 00:42:02,720
Yes, yes, yes, yes, yes.

672
00:42:02,720 --> 00:42:03,720
Looks good.

673
00:42:03,720 --> 00:42:08,720
We have more tones down here but they're already assigned I think.

674
00:42:08,720 --> 00:42:11,200
If we can go even...

675
00:42:11,200 --> 00:42:12,440
I'm starting to see it now.

676
00:42:12,440 --> 00:42:13,440
I get it.

677
00:42:13,440 --> 00:42:14,440
Yeah.

678
00:42:14,440 --> 00:42:15,440
Okay.

679
00:42:15,440 --> 00:42:16,440
That looks cool.

680
00:42:16,440 --> 00:42:17,440
Yep.

681
00:42:17,440 --> 00:42:20,440
That looks good.

682
00:42:20,440 --> 00:42:22,440
What we also have...

683
00:42:22,440 --> 00:42:33,680
And this looks quite quirky but I decided to do the whole ground as also a radial gradient.

684
00:42:33,680 --> 00:42:37,680
This will give it quite a bit of effect when you dive to the ground.

685
00:42:37,680 --> 00:42:38,680
Nice.

686
00:42:38,680 --> 00:42:43,000
But for this, we also need to assign some sand.

687
00:42:43,000 --> 00:42:47,080
I want it to look visually appealing when you dive.

688
00:42:47,080 --> 00:42:51,280
Something that you can see through and it's not just darkness.

689
00:42:51,280 --> 00:42:56,560
Yeah, this is exactly what you mentioned in the last episode.

690
00:42:56,560 --> 00:42:58,640
I thought we'd just try this effect.

691
00:42:58,640 --> 00:43:01,240
I never tried but we will see.

692
00:43:01,240 --> 00:43:04,760
Right now you're picking different degrees of the brighter sandstone.

693
00:43:04,760 --> 00:43:06,480
Yes, exactly.

694
00:43:06,480 --> 00:43:08,960
This is actually just sand.

695
00:43:08,960 --> 00:43:09,960
You see it?

696
00:43:09,960 --> 00:43:10,960
Yep, I see it.

697
00:43:10,960 --> 00:43:17,840
It's a grainy sand and up here we have this wavy sand that you decided to go for.

698
00:43:17,840 --> 00:43:18,840
Yeah.

699
00:43:18,840 --> 00:43:24,880
I hope we have assigned everything on the sand now.

700
00:43:24,880 --> 00:43:33,240
So what we also want to do now is to make these, as you quite polite mentioned, they

701
00:43:33,240 --> 00:43:40,680
are quite pixelated and even worse, they have some tech sci-fi blocks in them.

702
00:43:40,680 --> 00:43:44,320
And so when you first port this over, it's going to automatically assign things like

703
00:43:44,320 --> 00:43:45,760
it did?

704
00:43:45,760 --> 00:43:50,320
Yes, based on the palette that you had.

705
00:43:50,320 --> 00:43:53,680
But this is the magic kind of.

706
00:43:53,680 --> 00:44:00,440
You don't need to know the exact state or color because we assign it now.

707
00:44:00,440 --> 00:44:06,880
And after that, you can re-export your voxel file back to MagicVoxel or Voxelit if you

708
00:44:06,880 --> 00:44:09,120
want and work further.

709
00:44:09,120 --> 00:44:14,320
And already have your assigned colors in there from there.

710
00:44:14,320 --> 00:44:18,360
So actually let's do the stone walls here.

711
00:44:18,360 --> 00:44:27,880
We search for, I'm not sure what they are called, but I know that there are some quite

712
00:44:27,880 --> 00:44:32,920
cool, I think it's this side.

713
00:44:32,920 --> 00:44:36,920
Ooh, okay, we're getting closer.

714
00:44:36,920 --> 00:44:37,920
Exactly.

715
00:44:37,920 --> 00:44:41,160
So yeah, yeah, this is.

716
00:44:41,160 --> 00:44:46,800
This is a brighter stone.

717
00:44:46,800 --> 00:44:49,160
Let's check this one.

718
00:44:49,160 --> 00:44:50,160
Okay, cool.

719
00:44:50,160 --> 00:44:51,160
Yeah, cool.

720
00:44:51,160 --> 00:44:52,160
Yeah.

721
00:44:52,160 --> 00:44:54,400
And then we have a few more.

722
00:44:54,400 --> 00:44:59,480
What is the little itty bitty rectangle beneath the block?

723
00:44:59,480 --> 00:45:05,840
Over in the right there, like all of them has a little bitty rectangle beneath it.

724
00:45:05,840 --> 00:45:08,200
Yeah, then a mini, mini dot.

725
00:45:08,200 --> 00:45:11,320
This is the hex, the hex color.

726
00:45:11,320 --> 00:45:12,720
Oh, okay.

727
00:45:12,720 --> 00:45:15,600
That is assigned.

728
00:45:15,600 --> 00:45:22,560
We will have an option that you kind of assign your own colors to your own blocks, but these

729
00:45:22,560 --> 00:45:29,320
are just the colors that we did kind of combine with our existing.

730
00:45:29,320 --> 00:45:30,320
Got it.

731
00:45:30,320 --> 00:45:31,880
Okay.

732
00:45:31,880 --> 00:45:35,600
So let's actually see that we have.

733
00:45:35,600 --> 00:45:40,360
And there's a button there I'm trying to figure out next to the import button to the right.

734
00:45:40,360 --> 00:45:41,360
Yeah.

735
00:45:41,360 --> 00:45:42,360
Above the palette.

736
00:45:42,360 --> 00:45:43,360
Yeah, these two.

737
00:45:43,360 --> 00:45:44,360
The one on the left.

738
00:45:44,360 --> 00:45:45,360
Yes, what is that one?

739
00:45:45,360 --> 00:45:52,280
Yeah, this one, I can press it and you will see it.

740
00:45:52,280 --> 00:45:57,920
I can load a palette, a custom palette.

741
00:45:57,920 --> 00:46:03,320
I have actually here one, but I just don't want to mess up everything that we already

742
00:46:03,320 --> 00:46:04,320
did.

743
00:46:04,320 --> 00:46:10,280
And what it will like, it will load all of that to the right hand side or in the.

744
00:46:10,280 --> 00:46:13,360
It will update this palette field here.

745
00:46:13,360 --> 00:46:20,520
And if you already have your assignment made, you can, this is kind of your backup or your

746
00:46:20,520 --> 00:46:27,760
safe system when it comes to your block assignments, you know.

747
00:46:27,760 --> 00:46:35,560
Because you can save as a box file top bar on the left top left corner.

748
00:46:35,560 --> 00:46:39,240
But you also can just save your palette with this button here.

749
00:46:39,240 --> 00:46:40,240
You see it here.

750
00:46:40,240 --> 00:46:45,240
It gives you this, this just one line of one pixel.

751
00:46:45,240 --> 00:46:46,660
I see.

752
00:46:46,660 --> 00:46:48,960
And that's the arrangement that I see in the palette.

753
00:46:48,960 --> 00:46:53,280
Yes, this you can load into box edit into my box.

754
00:46:53,280 --> 00:46:55,880
That makes total sense.

755
00:46:55,880 --> 00:46:56,880
Yeah, cool.

756
00:46:56,880 --> 00:47:04,040
It's just another way for you to work with the palette.

757
00:47:04,040 --> 00:47:10,240
But we have assigned now already a few nitty gritty stone bricks, as you see.

758
00:47:10,240 --> 00:47:15,080
I want to change this one to.

759
00:47:15,080 --> 00:47:21,440
Not sure is this suitable.

760
00:47:21,440 --> 00:47:24,260
And if it's stone work.

761
00:47:24,260 --> 00:47:32,520
So this is a process that especially if you don't know the blocks itself yet, you know

762
00:47:32,520 --> 00:47:38,640
that are available to this will be kind of an exploration phase, you know.

763
00:47:38,640 --> 00:47:43,160
Let's make that one the top of the.

764
00:47:43,160 --> 00:47:44,920
That right there, that color.

765
00:47:44,920 --> 00:47:49,760
Yes, make those the size that you just had that color.

766
00:47:49,760 --> 00:47:53,960
You know what I'm saying?

767
00:47:53,960 --> 00:47:54,960
You had it right.

768
00:47:54,960 --> 00:47:55,960
You had it right.

769
00:47:55,960 --> 00:47:56,960
I liked it before.

770
00:47:56,960 --> 00:47:59,040
I was the bright neon.

771
00:47:59,040 --> 00:48:00,040
Yep.

772
00:48:00,040 --> 00:48:02,960
Besides, no one more.

773
00:48:02,960 --> 00:48:06,200
But it was before that.

774
00:48:06,200 --> 00:48:08,360
So kind of just like this.

775
00:48:08,360 --> 00:48:13,120
No, it was like bright blue tops for bright, bright blue.

776
00:48:13,120 --> 00:48:15,120
Oh, OK.

777
00:48:15,120 --> 00:48:16,920
What you had originally neon.

778
00:48:16,920 --> 00:48:19,520
OK, we can we can go back.

779
00:48:19,520 --> 00:48:21,880
Yeah, that right there.

780
00:48:21,880 --> 00:48:27,840
So make make the sides of the tower that color.

781
00:48:27,840 --> 00:48:28,840
And neon.

782
00:48:28,840 --> 00:48:29,840
Yep.

783
00:48:29,840 --> 00:48:30,840
OK.

784
00:48:30,840 --> 00:48:34,760
And I think there is a glowy one.

785
00:48:34,760 --> 00:48:35,760
So go down.

786
00:48:35,760 --> 00:48:37,320
No, no, not that one.

787
00:48:37,320 --> 00:48:38,320
That one.

788
00:48:38,320 --> 00:48:39,320
Go back one.

789
00:48:39,320 --> 00:48:40,320
All right.

790
00:48:40,320 --> 00:48:41,320
This one.

791
00:48:41,320 --> 00:48:42,320
You mean that that one?

792
00:48:42,320 --> 00:48:43,320
Yes.

793
00:48:43,320 --> 00:48:44,320
The beams.

794
00:48:44,320 --> 00:48:45,320
Make the beams.

795
00:48:45,320 --> 00:48:47,320
Yes, there we go.

796
00:48:47,320 --> 00:48:49,320
OK, there we go.

797
00:48:49,320 --> 00:48:50,320
Good.

798
00:48:50,320 --> 00:48:52,320
Awesome, awesome.

799
00:48:52,320 --> 00:48:54,320
This will be an emissive.

800
00:48:54,320 --> 00:48:56,320
It's actually it's a TSB block.

801
00:48:56,320 --> 00:48:57,320
OK.

802
00:48:57,320 --> 00:48:58,320
Check it out here.

803
00:48:58,320 --> 00:48:59,320
Yes, I see.

804
00:48:59,320 --> 00:49:01,320
Metaverse Glow.

805
00:49:01,320 --> 00:49:05,320
It's just an emissive blue block, actually.

806
00:49:05,320 --> 00:49:06,320
Cool.

807
00:49:06,320 --> 00:49:09,320
It can look cool and we can check it out.

808
00:49:09,320 --> 00:49:10,320
Yeah, we'll see.

809
00:49:10,320 --> 00:49:11,320
We'll see.

810
00:49:11,320 --> 00:49:12,320
We will see.

811
00:49:12,320 --> 00:49:13,320
We will see.

812
00:49:13,320 --> 00:49:14,320
Exactly.

813
00:49:14,320 --> 00:49:17,320
And yeah, I think we're already.

814
00:49:17,320 --> 00:49:19,320
Yeah, it looks good to me.

815
00:49:19,320 --> 00:49:23,320
So once we assign the blocks, what happens next?

816
00:49:23,320 --> 00:49:30,320
Yeah, we always can check again how our voxel kind of model would look like.

817
00:49:30,320 --> 00:49:33,320
But right now we have our blocks assigned.

818
00:49:33,320 --> 00:49:42,320
And I would say we are ready to rumble in GameMaker now and test this.

819
00:49:42,320 --> 00:49:47,320
So then after you've assigned the blocks, you import to GameMaker?

820
00:49:47,320 --> 00:49:49,320
Yes, exactly.

821
00:49:49,320 --> 00:49:53,320
I will download quickly as box so that we also have.

822
00:49:53,320 --> 00:49:55,320
How do you do that?

823
00:49:55,320 --> 00:49:57,320
You click the little download.

824
00:49:57,320 --> 00:49:59,320
Top, top left.

825
00:49:59,320 --> 00:50:01,320
Yeah, we have various download options.

826
00:50:01,320 --> 00:50:03,320
Box, LPK.

827
00:50:03,320 --> 00:50:07,320
LPK update and OBJ.

828
00:50:07,320 --> 00:50:16,320
OBJ is to work with your map, for example, even in Unity or Godot or two games outside of, for example.

829
00:50:16,320 --> 00:50:18,320
If you want to.

830
00:50:18,320 --> 00:50:21,320
So that's an option that you have now.

831
00:50:21,320 --> 00:50:24,320
With with your level designs.

832
00:50:24,320 --> 00:50:32,320
But let's stick to the sandbox now and we export.

833
00:50:32,320 --> 00:50:36,320
A file format that is not.

834
00:50:36,320 --> 00:50:40,320
Kind of publicly supported right now.

835
00:50:40,320 --> 00:50:46,320
And it's more for internal use and for for trusted partners and all that.

836
00:50:46,320 --> 00:50:51,320
So this is exactly where we work together with with the sandbox team itself.

837
00:50:51,320 --> 00:51:03,320
We want to make this process as easy as possible for everybody to push your maps through your own account and then play them and test them.

838
00:51:03,320 --> 00:51:05,320
Going back again into magic palette.

839
00:51:05,320 --> 00:51:27,320
Do your changes, iterations where you see fit and even go back to your voxel model if needed to change really full landscape masses, shift them around, do crazy stuff, apply new shaders, combine things.

840
00:51:27,320 --> 00:51:31,320
Things that that actually are not possible in Game Maker right now.

841
00:51:31,320 --> 00:51:35,320
So this is.

842
00:51:35,320 --> 00:51:51,320
It's always kind of a back and forth in between your, your tools to accomplish the desired game level, you know.

843
00:51:51,320 --> 00:51:52,320
Gotcha.

844
00:51:52,320 --> 00:51:57,320
So, and so which button was it that allowed you to import to Game Maker.

845
00:51:57,320 --> 00:52:14,320
Yeah, exactly. We now import to Game Maker. Give me a second. This will take a minute, because I need to find my Game Maker installation and the resolution just messed up everything here, but we will get there.

846
00:52:14,320 --> 00:52:18,320
No, no problem.

847
00:52:18,320 --> 00:52:25,320
So we now have our file.

848
00:52:25,320 --> 00:52:32,320
We need to drop this file into a location.

849
00:52:32,320 --> 00:52:36,320
Which button are you pressing to export to Game Maker.

850
00:52:36,320 --> 00:52:55,320
Yeah, exactly. I don't want to go too much into depth with this one, because it will change, you know, as we're working with with TSB development team, especially Game Maker development team, hand in hand to enable an easy process here.

851
00:52:55,320 --> 00:53:09,320
It's not fully evolved and development is in the early stages, but this is, this is the goal on our side, you know.

852
00:53:09,320 --> 00:53:16,320
Okay, so that things are as easy and as approachable as possible.

853
00:53:16,320 --> 00:53:22,320
So, let me check quickly.

854
00:53:22,320 --> 00:53:24,320
Yes, I think I found it.

855
00:53:24,320 --> 00:53:34,320
So let's fire up Game Maker.

856
00:53:34,320 --> 00:53:48,320
We'll push this.

857
00:53:48,320 --> 00:53:54,320
Hopefully, we don't have a massive update.

858
00:53:54,320 --> 00:53:58,320
Yeah, hopefully didn't update in the few days that we were here.

859
00:53:58,320 --> 00:54:01,320
Yeah.

860
00:54:01,320 --> 00:54:06,320
Yeah, and you see now it detected the kind of it says it's an old Game Maker version.

861
00:54:06,320 --> 00:54:10,320
As it does all the time.

862
00:54:10,320 --> 00:54:18,320
And now it migrates my, my land that I just exported from Magic Pallet.

863
00:54:18,320 --> 00:54:22,320
Let's see if this is going well.

864
00:54:22,320 --> 00:54:28,320
So we go to our workspace.

865
00:54:28,320 --> 00:54:34,320
And that should be here. It doesn't have a preview yet.

866
00:54:34,320 --> 00:54:38,320
But this should happen afterwards.

867
00:54:38,320 --> 00:54:41,320
So this is exciting. First time.

868
00:54:41,320 --> 00:54:47,320
Let's see our mini map or kind of it's, it's a large scale.

869
00:54:47,320 --> 00:54:51,320
Yeah, it became a two by two actually already.

870
00:54:51,320 --> 00:54:55,320
That's cool. I'll put it on one of my two by twos.

871
00:54:55,320 --> 00:55:04,320
That's fine. Yeah, yeah, you can definitely refine and evolve it from from here and make a full, full game out of it.

872
00:55:04,320 --> 00:55:08,320
I would imagine. Oh, wow. All right.

873
00:55:08,320 --> 00:55:12,320
Oh, that's much better than I thought it would be. Okay.

874
00:55:12,320 --> 00:55:16,320
But the wall turned out great. I like the wall.

875
00:55:16,320 --> 00:55:23,320
Yes, yes, yes. Yeah. So this is first look into our.

876
00:55:23,320 --> 00:55:26,320
Yeah, I think it looks good.

877
00:55:26,320 --> 00:55:32,320
Where so now we can start applying logic and putting down the different assets that we're looking for.

878
00:55:32,320 --> 00:55:38,320
Exactly. Let me check somewhere. Oh, because each one is now a voxel or a block.

879
00:55:38,320 --> 00:55:42,320
We can start influencing as if it were really.

880
00:55:42,320 --> 00:55:48,320
Of course, of course. But the most fun part right now is to check how things look.

881
00:55:48,320 --> 00:55:57,320
And especially what I also would do at this early stage to find out.

882
00:55:57,320 --> 00:56:04,320
I wasn't a spawn point. Yeah, yeah.

883
00:56:04,320 --> 00:56:11,320
Important to set your spawn somewhere so that you can start your journey to explore your journey.

884
00:56:11,320 --> 00:56:21,320
He says, yeah, yeah, of course, you start to assign what or even just even start placing assets now already.

885
00:56:21,320 --> 00:56:28,320
What I would do first is going, of course, you don't need to use the prefab.

886
00:56:28,320 --> 00:56:32,320
We now have the option to tune in this quite nicely.

887
00:56:32,320 --> 00:56:37,320
But let's see what we get if we.

888
00:56:37,320 --> 00:56:42,320
To you and I don't know what do you guys like.

889
00:56:42,320 --> 00:56:46,320
I just also need nice, nice, nice. Fine. Yeah.

890
00:56:46,320 --> 00:56:50,320
And then put the spawner right there at the beginning of the gate.

891
00:56:50,320 --> 00:57:01,320
Yes, cool. Okay. Does it is a bit orangey. The night is cool, but it is something that also like this one here.

892
00:57:01,320 --> 00:57:08,320
It shifts your colors quite heavily. You know, you will you will see this.

893
00:57:08,320 --> 00:57:12,320
Once you're in game, but let's check this one for now.

894
00:57:12,320 --> 00:57:19,320
And we drop into the game. So first time.

895
00:57:19,320 --> 00:57:28,320
We are live in our map. Okay, that's that's bigger than I thought it would be.

896
00:57:28,320 --> 00:57:38,320
It's super big. I mean, already I can see that if I needed to make changes, I would make changes on the on the really bright sand.

897
00:57:38,320 --> 00:57:44,320
Super bright. Yeah, trying to take a dive into the big ocean.

898
00:57:44,320 --> 00:57:49,320
Yes, we will. We will now, of course.

899
00:57:49,320 --> 00:57:51,320
Taking fall damage right now.

900
00:57:51,320 --> 00:57:54,320
It seems so. Yeah, that's okay. Yeah.

901
00:57:54,320 --> 00:58:04,320
So I did see, I mean, nothing is connected. I would, of course, add some bridges and stairs and all that.

902
00:58:04,320 --> 00:58:09,320
But let's dive in. Yeah. As you said, this is cool.

903
00:58:09,320 --> 00:58:17,320
Yeah, that's cool. All right. So if I were to add things like I'd add fish, different aquarium type items.

904
00:58:17,320 --> 00:58:20,320
You're about to die.

905
00:58:20,320 --> 00:58:25,320
I'm running out of that's okay. I like it.

906
00:58:25,320 --> 00:58:29,320
I can I can see how easy this is now to do stuff. Yeah.

907
00:58:29,320 --> 00:58:34,320
As you see, you really can explore now what we did build in voxel.

908
00:58:34,320 --> 00:58:41,320
That's quite cool. I would say. Yeah. Oh, do we get some air?

909
00:58:41,320 --> 00:58:49,320
Yeah. All right. So we're now in a cave. Yeah. I'm not sure where, but it needs to be in the backside of the let me check. Yeah.

910
00:58:49,320 --> 00:58:52,320
Yeah, there it is. Okay.

911
00:58:52,320 --> 00:58:56,320
Of our map. So this is when you had applied those shaders.

912
00:58:56,320 --> 00:59:03,320
Yeah, that's blue and then assign the blue block to be this wavy ocean style.

913
00:59:03,320 --> 00:59:09,320
Yes. Yes. Yes. I mean, the ocean blue is because we are underwater right now.

914
00:59:09,320 --> 00:59:16,320
And actually, we now actually really and you're about to die.

915
00:59:16,320 --> 00:59:20,320
Okay, cool. No, I totally get it. Makes sense. Yeah.

916
00:59:20,320 --> 00:59:30,320
Yeah. So the magic behind magic palette is its ability to number one, make it to where you can create a map through box edit.

917
00:59:30,320 --> 00:59:36,320
So offers you more powerful creation origins.

918
00:59:36,320 --> 00:59:47,320
And then once you import it, you're able to mass copy replace the blocks of the same color.

919
00:59:47,320 --> 00:59:54,320
Yes, exactly. Okay. I mean, each type of as you see here, we have various types of stone bricks.

920
00:59:54,320 --> 01:00:00,320
And you decided on these glowy. I sure did.

921
01:00:00,320 --> 01:00:08,320
So you see him here. Life in action. It's cool. All my terrible designer choices. Yeah.

922
01:00:08,320 --> 01:00:21,320
It's perfect for now. But but that's the beauty. We now can test things life in in the environment as we are as we as we design.

923
01:00:21,320 --> 01:00:36,320
This is why I suggested to to add a kind of the ambience or the setting as soon as possible, because it really gives you this final outlook.

924
01:00:36,320 --> 01:00:47,320
You know, so if you decide that you want to go night, you should do it now and and then start seeing, okay, this block fit.

925
01:00:47,320 --> 01:00:56,320
I really like, for example, now it's the whole sandstone stuff is not that bright anymore. So it's totally nice, you know, that.

926
01:00:56,320 --> 01:01:09,320
Okay. And all these design choices when it comes to blocks can can be made much easier if you if you if you decide on your light settings.

927
01:01:09,320 --> 01:01:20,320
And as you see, we have plenty of room to build, you know. Yeah. And you can start placing assets as you need to. Exactly. Yeah. Yeah. Yeah.

928
01:01:20,320 --> 01:01:33,320
You know, I was thinking of just the other day, Pepe, as you showed this to me and and now that I see it more fully, I still hold it to be true as a as a landowner myself.

929
01:01:33,320 --> 01:01:50,320
I am not talented like a you 24K is in an asset design and as you are in game and game making, let's call it and then Eduardo and sending messages and creating just works of extravagant art.

930
01:01:50,320 --> 01:02:01,320
What I can do, though, is offer places to which those creations can be housed. So if I had a six by six, let's call it.

931
01:02:01,320 --> 01:02:24,320
Then I could theoretically have you or a you 24K or to say or whoever else just start mass producing magic palette games that then at that point, all you would need to do is just have them develop the assets to which to make the game,

932
01:02:24,320 --> 01:02:38,320
whether it be a first version shooter or just exploration and RPG. You could really accelerate the time it takes to just creating the assets that you want to meant.

933
01:02:38,320 --> 01:02:59,320
Yes, I mean, it is all block based as we as we know and see here. But as soon as you start adding details and this, as you just said, can happen very fast with with also existing assets that you have.

934
01:02:59,320 --> 01:03:12,320
Yeah. So then that makes them where they can spend more time on the logic and the RPG aspect of it versus the just like click, click, click, click, click to put all the blocks down.

935
01:03:12,320 --> 01:03:29,320
Yes, especially more sophisticated. I would say, how do you say designs usually go or easier to achieve with assets, as we know.

936
01:03:29,320 --> 01:03:43,320
And you can go much more detailed. Gotcha. But, but as you see already here, if we play some scaffolding here along the walls, there are all the sudden not that boring anymore.

937
01:03:43,320 --> 01:03:59,320
And if we would add more top rail details and all that. It really can evolve fast, you know, and that's the beauty you you can sometimes what we also do.

938
01:03:59,320 --> 01:04:18,320
When it comes for example I would, I would, when we really would go back to the to our reference image it's it's kind of these whole hills here would have a brawling sprawling city medieval city that is with buildings and all that.

939
01:04:18,320 --> 01:04:32,320
And I would do buildings, maybe part out of blocks, but mostly out of modular elements assets, in our case here that that I will place.

940
01:04:32,320 --> 01:04:53,320
And I think that that would be quite give us quite a cool city escape, also in no time. So it's always a combination of blocks, assets, then of course logics and effects and and all what what you need on top of it.

941
01:04:53,320 --> 01:05:14,320
And to flesh out your level designs. And as you just mentioned, this is exactly the beauty of magic palette it it it accelerates it heavily and make things possible that were not possible before you know, and once you have it here in

942
01:05:14,320 --> 01:05:25,320
the back, are you able to go back to fix it. And if you see something you need to fix. Yes. Yes, exactly. That, that's the cool.

943
01:05:25,320 --> 01:05:39,320
Dark, dark. Yeah, I want to, but I'm not sure if I can. Oh, here it is. Nice. Okay, cool. Oh, no, that's that's cool to let the ship be sideways.

944
01:05:39,320 --> 01:05:52,320
On grinding. So if you needed to fix something you just go back into magic palette. And then you would then just re uploaded again.

945
01:05:52,320 --> 01:06:01,320
Exactly. That's, that's the beauty. Okay, it's all, all everything you died, I could tell you that was going to happen.

946
01:06:01,320 --> 01:06:25,320
It was just one jump to four. But it's exactly what what you just said, it, it allows you to iterate on on on the block on block based kind of design choices.

947
01:06:25,320 --> 01:06:37,320
Whoa, whoa, is that ship going someplace. Yeah. Yeah, yeah. What does an animation. Okay. But I'm not sure if I can climb it. Yeah, that's pretty cool.

948
01:06:37,320 --> 01:06:47,320
That's pretty cool. Yeah, you see I'm already see. All right, you have your own, your own ship captain Jack Sparrow.

949
01:06:47,320 --> 01:07:02,320
Exactly. And you see we already have we go about that. So cool. So then that's really the magic palette version of it right there is to get it to where you can import into game maker.

950
01:07:02,320 --> 01:07:22,320
Yes, yes, and going back, because for example we might be not super happy now with, with the walls or the neon with the neon part of the wall or with or with the neon. And of course we now can change it here you know everything is edible.

951
01:07:22,320 --> 01:07:32,320
And we, yeah, you know, you know, you can destroy everything here, as you would usually or or add more blocks.

952
01:07:32,320 --> 01:07:39,320
How would you be able to use this version right now that you're fixing up and put it back into magic palette.

953
01:07:39,320 --> 01:08:02,320
Yes, right now I would grab a file, kind of a hidden file right now, and export this back into magic palette. And from there I get all the updated info on the blocks, you know, and, and by the time you get to the part where you release it though, it'll be more obvious what you need to do.

954
01:08:02,320 --> 01:08:28,320
Yes, this is the goal. It is quite challenging to to get this up and going with the game maker team, but we are on it and we truly hope that we can present a very straightforward solution here to really enable going back and forth in between magic palette and game maker.

955
01:08:28,320 --> 01:08:45,320
As what we will do, and already working on, we will actually implement a super simple play your experience inside the browser already to test things.

956
01:08:45,320 --> 01:08:58,320
And we think this has great value for builders, when you kind of actually what we just did in game maker, that we can do it here in in magic palette already to a certain extent.

957
01:08:58,320 --> 01:09:18,320
You know, just to walk around and figure out the distances, how things look and all that. Of course not acid and logic placement and all that this this always will be reserved to game maker, but we want to make the workflow as as approachable as possible.

958
01:09:18,320 --> 01:09:43,320
I think you've succeeded in that. Even someone as myself who is who I am quite an amateur at this. Even I can see how, especially with the mass replacement of of a hex cell to a sandbox marketplace object, I guess it's classification.

959
01:09:43,320 --> 01:09:53,320
That right there is the power of this thing. Makes it much simpler for me to access the customization aspect of game maker.

960
01:09:53,320 --> 01:10:03,320
And then when I import it over into game maker at that point. All I'm worried about is placing assets, creating logic in this messages and the quests.

961
01:10:03,320 --> 01:10:08,320
That is pretty exciting. That is exciting.

962
01:10:08,320 --> 01:10:22,320
Cool. Yeah, we are excited on the various fronts as well because we see way beyond and we have, of course, our roadmap that we push forward to.

963
01:10:22,320 --> 01:10:39,320
We see great potential also on the generative side, we didn't didn't look into this today but you know we also have these generators, where you can create your own games out of the box.

964
01:10:39,320 --> 01:10:54,320
With, with just, we did see this last time, with just a few clicks. And we have various generators in the works that that we are quite exciting about.

965
01:10:54,320 --> 01:11:12,320
And one thing to give you a bit actually can load this one, give me a second. So just to finalize I think that this, this is what we showed the full scope already quite nicely.

966
01:11:12,320 --> 01:11:27,320
Let me load one other voxel file that I just, I'm not sure if Alex is still here but he did work on this one. Alex if you're still here, say something in the chat so we can give you some congrats on your work.

967
01:11:27,320 --> 01:11:29,320
So Alex did this one.

968
01:11:29,320 --> 01:11:42,320
Yes, he did. I mean it was a back and forth between him and myself. But you see this quite quirky version of of this little castle here.

969
01:11:42,320 --> 01:12:04,320
And it has some funny colors, but these are the colors that we already have assigned in magic palette you will see it in a second. And the cool thing here and you will see a bit more in detail, why we have all these kind of pixelated colors here on the wall

970
01:12:04,320 --> 01:12:20,320
for example and all that. And also why we have for example these super weird gradients here in the center Plaza, because when I load this one now in magic palette.

971
01:12:20,320 --> 01:12:22,320
Let me find it.

972
01:12:22,320 --> 01:12:26,320
I think it was this one.

973
01:12:26,320 --> 01:12:28,320
Yes, cool.

974
01:12:28,320 --> 01:12:33,320
So this is what we just did see voxel based.

975
01:12:33,320 --> 01:12:36,320
And now once we zoom in.

976
01:12:36,320 --> 01:12:48,320
We see that we have a quite advanced block set assigned to all this, you know,

977
01:12:48,320 --> 01:13:04,320
each color became on a very specific spot became, for example, these stained glass windows, or this top stone block blocks that you see here.

978
01:13:04,320 --> 01:13:16,320
These are consist out of two blocks that work hand in hand, or we have a quiet detailed pavement.

979
01:13:16,320 --> 01:13:37,320
Or we have wooden boxes, just all block based, you know, and I think this is the beauty of when you really deep dive into blocks, you can go quite detailed and and really, really excited in with with the power of magic palette.

980
01:13:37,320 --> 01:13:42,320
This is first time possible to do such things.

981
01:13:42,320 --> 01:13:45,320
And this was using totally magic palette.

982
01:13:45,320 --> 01:13:51,320
Yes, this is, as you see we can go back to the box.

983
01:13:51,320 --> 01:13:54,320
Go back into the where the crates were.

984
01:13:54,320 --> 01:13:57,320
You must have used a different color right.

985
01:13:57,320 --> 01:13:59,320
Yes, yes I see now. I see.

986
01:13:59,320 --> 01:14:02,320
And that is clever. Okay.

987
01:14:02,320 --> 01:14:11,320
Yeah, exactly. And also the pavement, if you take notice of the pavement, you know, we have various shades here in the center.

988
01:14:11,320 --> 01:14:14,320
That really opens up a lot of possibilities.

989
01:14:14,320 --> 01:14:23,320
Yeah, seamless patterns or transitions, or, as we did see these gradients. Yeah.

990
01:14:23,320 --> 01:14:26,320
All that stuff here you know.

991
01:14:26,320 --> 01:14:32,320
Also here down, even just the simple shading here.

992
01:14:32,320 --> 01:14:35,320
This, this is all possible now.

993
01:14:35,320 --> 01:14:44,320
Kachenga said in chat that that he had never thought of blocks in that way before. And I agree completely I had not thought of it that way either.

994
01:14:44,320 --> 01:15:03,320
Yeah, yeah, that's cool. That's exactly. It was even for ourselves and our team, quite a bit an eye opener once we were able to do this here you know, because you really start thinking about these blocks in a different way.

995
01:15:03,320 --> 01:15:09,320
Yeah. And go back to the model. I want to see what the blocks were for the faces.

996
01:15:09,320 --> 01:15:15,320
The gargoyle statues Yeah, what what those look like in the voxel.

997
01:15:15,320 --> 01:15:23,320
Okay, yeah, just to blue. So why didn't the top portion, go back to the voxel.

998
01:15:23,320 --> 01:15:28,320
That why didn't that change the same color as the ones below because it looked like the same hex.

999
01:15:28,320 --> 01:15:34,320
It's not it's not the same as it's suddenly different. Okay, okay. Yeah. All right.

1000
01:15:34,320 --> 01:15:38,320
It's zero. That's cool.

1001
01:15:38,320 --> 01:15:42,320
That's a job well done in my book.

1002
01:15:42,320 --> 01:15:54,320
Cool. Yeah. And, yeah, it looks a bit quirky, I would say. Yeah, but once you start assigning blocks, then you can understand the power of it.

1003
01:15:54,320 --> 01:15:59,320
Yeah, yeah, yeah, exactly. And that makes complete sense.

1004
01:15:59,320 --> 01:16:10,320
Yeah, actually, this is, this is something that Alex is working on right now. We're doing a little I can.

1005
01:16:10,320 --> 01:16:12,320
Do we have game makers still open.

1006
01:16:12,320 --> 01:16:14,320
Yes, we have.

1007
01:16:14,320 --> 01:16:19,320
Let me go back to main menu.

1008
01:16:19,320 --> 01:16:27,320
We, we have this one.

1009
01:16:27,320 --> 01:16:30,320
I'm not sure where it is.

1010
01:16:30,320 --> 01:16:34,320
I might find it. We have many many tests.

1011
01:16:34,320 --> 01:16:37,320
I have no doubt.

1012
01:16:37,320 --> 01:16:45,320
That land that are quite wild.

1013
01:16:45,320 --> 01:16:51,320
I actually can't find it right now but I'm sure it is somewhere.

1014
01:16:51,320 --> 01:17:04,320
One thing that I can show you is another, and we did see this map we shared it on our Twitter, X and other socials.

1015
01:17:04,320 --> 01:17:07,320
This is another two by two.

1016
01:17:07,320 --> 01:17:13,320
And is actually

1017
01:17:13,320 --> 01:17:17,320
quite neat. It's Alex again.

1018
01:17:17,320 --> 01:17:22,320
No, this one actually is a Minecraft build.

1019
01:17:22,320 --> 01:17:27,320
This is great exported from Minecraft.

1020
01:17:27,320 --> 01:17:30,320
Export from Minecraft.

1021
01:17:30,320 --> 01:17:36,320
Yeah, this is something that we worked on just recently.

1022
01:17:36,320 --> 01:17:46,320
And you see it gives us this quite bloody. I mean this is, these are the blocks that I have assigned now to this map here.

1023
01:17:46,320 --> 01:18:02,320
But you can have all the different styles and moods assigned to this, to this experience as you like you know, because

1024
01:18:02,320 --> 01:18:08,320
how did you import it from from Minecraft it export as an object or what.

1025
01:18:08,320 --> 01:18:15,320
No, it actually really imports Minecraft genetic files right now magic palette.

1026
01:18:15,320 --> 01:18:25,320
We just upgraded our, our file loader recently and we were able to support this, this, this format.

1027
01:18:25,320 --> 01:18:47,320
This format you can get by using tools inside of Minecraft and take kind of a portion of your build kind of make a snipping box and export this, this as a file it's a schematics or sham file.

1028
01:18:47,320 --> 01:18:58,320
This you can now actually, yeah, exactly you can import now into, into magic, magic palette, and from there into sandbox.

1029
01:18:58,320 --> 01:19:16,320
And we think this, this gives huge opportunities to a large builders community that we didn't tap into yet, you know, we all know there are hundreds of thousands of very talented Minecraft builders.

1030
01:19:16,320 --> 01:19:32,320
And we think this could open quite an exciting revenue model for us for them or for builders, not only publish on Minecraft servers, but maybe also on sandbox.

1031
01:19:32,320 --> 01:19:35,320
You know, that's cool.

1032
01:19:35,320 --> 01:19:47,320
Yes. So we, yeah, we well done Pepe. I'd say that this is, this is exceeding the expectations of what you even described in the sip itself.

1033
01:19:47,320 --> 01:19:52,320
I hadn't imagined what that would look like. I didn't know what that would look like.

1034
01:19:52,320 --> 01:20:08,320
And then, as, as you kind of shown how it will, it will replace entire segments, entire colors of, of a block with a block that exists within the sandbox marketplace.

1035
01:20:08,320 --> 01:20:25,320
And that those blocks become it pretty much expedites your ability to create in game maker to where you can get to the actual RPG element or the triggers and the different stuff it takes to actually make the game the game.

1036
01:20:25,320 --> 01:20:27,320
Yeah, exactly.

1037
01:20:27,320 --> 01:20:32,320
You see, just to, to finish the screenshot.

1038
01:20:32,320 --> 01:20:38,320
Yeah, and that's, oh shit.

1039
01:20:38,320 --> 01:20:49,320
I just spawn or is somewhere in the, in the, yeah, where as Kachanga says and chat it lets you let's him focus on the gameplay more I completely agree.

1040
01:20:49,320 --> 01:21:09,320
Yes, yes, exactly and and really let you test things fast you know I mean that that was always our intention and this is exactly what what we used it in our own productions to to get you going fast you know, and see how things look, the proportion

1041
01:21:09,320 --> 01:21:21,320
and the spatial awareness of a level. Does it work in game. How do we want to build certain certain spaces and all that.

1042
01:21:21,320 --> 01:21:37,320
And as you see before it was quite a dark, vampire stick, bloody see. And now we have a full snowy landscape. Yeah, it looks a lot like the Moria from Golden Sun, you're playing that game.

1043
01:21:37,320 --> 01:21:45,320
No, I didn't, but I think I know what you're referring to. Yeah. And it's, it's.

1044
01:21:45,320 --> 01:22:00,320
Yeah, this is the power of magic palette you can swap seams of your existing builds fully completed games, and just give it a winter scene with just a few clicks, you know, and all that's impressive.

1045
01:22:00,320 --> 01:22:18,320
Well, I'd say money well spent on this one. Now I think did made a good decision on investing in this tip, and you said it will only take about three to four more months before it's available to the community for usage.

1046
01:22:18,320 --> 01:22:41,320
Yeah, that's our goal we press hard we we really push as fast as possible. We have a lot of features that are in the works. Some stuff is already ready and up and running as you see the base idea is fully working and all web based so super approachable.

1047
01:22:41,320 --> 01:23:02,320
And yeah, we are excited as hopefully you are, I am very excited. I am very so I'm more of the landowner business person myself, but even I can see myself, having the ability to approach the concept of game making in a way that makes it.

1048
01:23:02,320 --> 01:23:06,320
Let's call it.

1049
01:23:06,320 --> 01:23:18,320
It makes it to where I can I can at least try to make the attempt, whereas before, I would have to be placing individual blocks and I would have no hope of creating something at all to work with.

1050
01:23:18,320 --> 01:23:22,320
But this gives me a fighting chance.

1051
01:23:22,320 --> 01:23:36,320
This gives me the ability to start and especially for those who are really really good at this. Oh my gosh I can't imagine what what to say is going to do with this, or kachanga in the chat is going to do with this.

1052
01:23:36,320 --> 01:23:39,320
Yeah, I forward to it.

1053
01:23:39,320 --> 01:23:47,320
Well thank you for explaining this I think it makes it very clear what the value of magic palette really is.

1054
01:23:47,320 --> 01:23:51,320
I don't think there's any doubt now.

1055
01:23:51,320 --> 01:24:15,320
Yeah, that's our, our approach, we want to make everybody a builder. This is why we also come in with our procedural generated levels, because we think making even these mini maps, especially these detailed ones with with quite complex block sets.

1056
01:24:15,320 --> 01:24:23,320
It is a bit more advanced, but you even as as as novice you can get there.

1057
01:24:23,320 --> 01:24:35,320
But as landowner and as you said there are a lot of landlords that might never have the intention to touch box edit, or even maker.

1058
01:24:35,320 --> 01:24:45,320
As much as I want to I just don't have the time to but this makes it a lot easier accessible as kachanga said in the chat, makes it accessible.

1059
01:24:45,320 --> 01:24:51,320
Exactly. And, and of course this is just one sample.

1060
01:24:51,320 --> 01:24:59,320
And I did show you this, where you could publish just, for example the dungeons.

1061
01:24:59,320 --> 01:25:05,320
And you have as I said, other generators in the works that are quite exciting.

1062
01:25:05,320 --> 01:25:16,320
But this, this can be, this is ready and can be loaded into game maker and each time if you generate here a new map it's, it's totally different.

1063
01:25:16,320 --> 01:25:33,320
Because the settings that the parameters create a new map and push this to your land, and you have something to play on, you know, yeah, yeah to work with to play with that makes sense.

1064
01:25:33,320 --> 01:25:54,320
And to to have to invite your, your friends and and and gamer community to actually play something on your land, because right now it's barren and and that's sad for all of us, because we, we don't want empty and empty metaverse you know.

1065
01:25:54,320 --> 01:25:56,320
Right.

1066
01:25:56,320 --> 01:26:06,320
And I think, I think this makes that very very obvious now. So I'll, I'll move it back to the slides itself.

1067
01:26:06,320 --> 01:26:26,320
So what's obvious is today we went through the, the four steps it took to get to what you saw just a few moments ago, which was that. And step five we started with start assigning blocks and magic palette, and there were 1500 blocks to choose from.

1068
01:26:26,320 --> 01:26:40,320
And you assign a block by replacing a single hex, which will replace all of the hexes in that in that magic palette loaded experience that you've imported.

1069
01:26:40,320 --> 01:26:56,320
And when you do that across time, as you saw from what Pepe, excuse me what Alex put together, you can really start to change the, the visual flow of what things look like and make it much faster and you're building.

1070
01:26:56,320 --> 01:27:18,320
So after that you in step six you download the file and import it to game maker. And then you, you. I think I meant here, import into game maker and then you start creating all the things you know that you normally have to do like your logic, your spawn location, and Pepe said make sure you change your, your ambience immediately.

1071
01:27:18,320 --> 01:27:27,320
So, the day the night the desert whatever it was, and remind us one more time Pepe why did you want us to do that immediately.

1072
01:27:27,320 --> 01:27:56,320
It's more like, because these light that things in game maker do in from a designer's perspective, they inflict or they kind of alter the colors of your, of your game and and actually your blocks, how they look quite heavily, you know, in night, you have a bluish tone overshaded

1073
01:27:56,320 --> 01:28:11,320
over everything. And sometimes you lose a lot of details when you decide to go for a night mood, you know, so this is why it's just a recommendation I mean this doesn't need to happen immediately.

1074
01:28:11,320 --> 01:28:16,320
And sometimes it's also cool for example in one of our last productions.

1075
01:28:16,320 --> 01:28:26,320
We zoom out just a little bit and the one that you're showing right now zoom out so we can see the whole thing while you're talking. Yes, they go right there. Continue.

1076
01:28:26,320 --> 01:28:47,320
And the cool thing is, you can also just dial in a standard preset or something and go from there. And once you have a more finalized build and having even added some asset and some emissive stuff and all that because this is also quite a bit challenging

1077
01:28:47,320 --> 01:29:01,320
for a game maker. Once you have this dial in, then you, you really tweak your, your light settings to your liking you know, but it's just a recommendation that you see what you get.

1078
01:29:01,320 --> 01:29:13,320
It's kind of what it's exactly this approach you know, okay, because this we can simulate. I mean actually we have plans to do it to a certain extent as well here in magic pellet.

1079
01:29:13,320 --> 01:29:24,320
As that we don't want to replace game maker and we don't want to replace any powerful voxel editor as magic a voxel or box edit.

1080
01:29:24,320 --> 01:29:36,320
We are the, the, the chain link in between, you know, we kind of make things talk to each other with pellet.

1081
01:29:36,320 --> 01:29:55,320
So after importing the game maker you start creating the logic, the spawn location, the ambience, and then the step eight, the final step, you start placing your assets, your NFTs, and you finish the game itself, having expedited your block building process.

1082
01:29:55,320 --> 01:30:09,320
And then you have a game ready to publish. So we had, we did this in two episodes in about an hour and a half each so that's a max of three hours that you can get this thing underway.

1083
01:30:09,320 --> 01:30:24,320
I'd say a max too and that was with me interrupting Pepe and saying hey change this and change that. Whereas as a builder yourself you would do this much more fluidly than I, and you could propagate it down under sub two hours to go on to maybe even less than an hour.

1084
01:30:24,320 --> 01:30:38,320
So I'd be interested to see how quickly you could, you could manually create from the block out process all the way to importing it. I imagine this is cutting down on it big time.

1085
01:30:38,320 --> 01:31:04,320
So congrats to you Pepe and Alex and the rest of your team for, for being, for creating a way that for us to be block designers, rather than just block laborers clicking, clicking, clicking, clicking, clicking until it's, you know, we've all, most of us have been there if you've developed experiences, even I have been there trying to get some of my experiences online.

1086
01:31:04,320 --> 01:31:08,320
So, yeah, thank you.

1087
01:31:08,320 --> 01:31:09,320
Yeah, that's cool.

1088
01:31:09,320 --> 01:31:20,320
We are super excited and very also pleased that you see kind of the potential of our app here.

1089
01:31:20,320 --> 01:31:34,320
There's so much more that can happen here. Of course, we only tackled down this, this, everything is block based voxel or block based. So there are limitations.

1090
01:31:34,320 --> 01:31:50,320
But actually I can give away that we already work with automated asset placement and all that type of stuff. So, yeah, the future brings quite some exciting things, especially on the generative part.

1091
01:31:50,320 --> 01:32:04,320
Good. I'm excited to hear that Pepe because it sounds like you even from the beginning when you and I had first interviewed on this, that you were looking to provide more than what the SIP had originally was designed around.

1092
01:32:04,320 --> 01:32:20,320
And I looked back and it was, it was 350,000 sand, which was the most expensive one so far, but clearly a good use of the DAL's resources for what value you provide.

1093
01:32:20,320 --> 01:32:28,320
And you're looking to provide even more that you haven't even announced yet. And to me, that's a win win for the community.

1094
01:32:28,320 --> 01:32:36,320
I congratulate you. Thank you. This looks like a job well done and I look forward to be able to use it myself.

1095
01:32:36,320 --> 01:32:44,320
Awesome. This is exactly what we hope for, that everybody tries, at least, or give it a shot.

1096
01:32:44,320 --> 01:33:13,320
Even just in this very reduced or simple form of generating your own little levels. I think it's, yeah, it's quite magical to see your land become from a non-existent little dots on the map and actually start pushing ideas and content and cool

1097
01:33:13,320 --> 01:33:16,320
games to your lands. Yeah.

1098
01:33:16,320 --> 01:33:27,320
So this will conclude episode number two, part two. We're going to do one more part where we do kind of like a debrief of what we had done in episodes one and two.

1099
01:33:27,320 --> 01:33:35,320
But then we start, we'll end it with a discussion where we explore Pepe's experience with SIP number six after it was passed.

1100
01:33:35,320 --> 01:33:44,320
So for all of you who are very interested in SIPs and how you can produce your own, how does it work after you have a SIP that's been approved?

1101
01:33:44,320 --> 01:33:51,320
We're going to explore that in episode three with him and unlocking the milestone payments.

1102
01:33:51,320 --> 01:34:04,320
How has development gone versus what he expected it would be? And then the mentions of the power users and just a general feeling for what, how did the DAO play a part in the SIP success or not?

1103
01:34:04,320 --> 01:34:14,320
How was it a roadblock? And really just kind of working out the truth and the reality so that if you were to do this yourself, you know what to expect.

1104
01:34:14,320 --> 01:34:22,320
And you can do, you can be just as successful as Pepe and his team are, which by all accounts, extremely successful.

1105
01:34:22,320 --> 01:34:27,320
So thank you again, Pepe. I appreciate your time on that.

1106
01:34:27,320 --> 01:34:29,320
Thanks, Lancer, for having us.

1107
01:34:29,320 --> 01:34:30,320
Yeah.

1108
01:34:30,320 --> 01:34:40,320
Super excited. Yeah, let's dive in into more into more the SIP aspect or kind of the DAO aspect that came with everything here.

1109
01:34:40,320 --> 01:34:44,320
We of course

1110
01:34:44,320 --> 01:35:05,320
focus heavily on pushing our milestones and going through these phases, because yeah, right now our goal is not only to unlock kind of what we have described in the SIP, but also to see what everybody can create with Magic Pallet.

1111
01:35:05,320 --> 01:35:08,320
This is what we work so hard for.

1112
01:35:08,320 --> 01:35:22,320
And yeah, as I said, we have much more in the works that was promised and I think it's a good sign because we are dedicated and we really want to make this work.

1113
01:35:22,320 --> 01:35:42,320
For example, the Minecraft aspect is quite huge in our opinion, and if we as a community can invite other builder communities to work with us with such tools, it's just a win-win in our opinion and all that.

1114
01:35:42,320 --> 01:35:45,320
Yeah, I completely agree.

1115
01:35:45,320 --> 01:35:55,320
And so let's finish up here and we'll conclude. So future episodes, episode number 15 is already done.

1116
01:35:55,320 --> 01:35:58,320
I can't believe we're 15 episodes.

1117
01:35:58,320 --> 01:35:59,320
Oh my gosh.

1118
01:35:59,320 --> 01:36:03,320
Amazing work.

1119
01:36:03,320 --> 01:36:24,320
I'm blown away by that. So we will continue looking to bring on advisory board members, special council members, SIP follow ups. So I'll be looking to, I'm going to reach out to Remy from the SIP on the landowner side, the one that passed a little while ago to see how close are we to where that's going to start.

1120
01:36:24,320 --> 01:36:35,320
And landowners will earn their increased rewards and the two SIPs that are about to close look like they need a lot of quorum and that is very concerning.

1121
01:36:35,320 --> 01:36:39,320
I hope that if you haven't voted, please go vote.

1122
01:36:39,320 --> 01:36:47,320
It hasn't even reached 50% quorum when we really need that and that's how many days do we have left.

1123
01:36:47,320 --> 01:36:54,320
I'm in the wrong. Let's go to sandboxdow.com.

1124
01:36:54,320 --> 01:36:59,320
That's not it. It's the sandboxdow.com, isn't it?

1125
01:36:59,320 --> 01:37:07,320
That's not it either. I don't know. I'm gonna have to go back and look but we are within at least 24 to 48 hours. So please go look.

1126
01:37:07,320 --> 01:37:15,320
It's usually Wednesday, each, each second Wednesday is the turn is.

1127
01:37:15,320 --> 01:37:20,320
Yeah, I see it now. So 24 hours. We have one day left.

1128
01:37:20,320 --> 01:37:26,320
So please go vote because there is a, I've interviewed both of them.

1129
01:37:26,320 --> 01:37:38,320
The budget for blockchain events, which was hermit crab studios and then the mandate for Dow collection, which was Arthmore and his is big expertise and curation.

1130
01:37:38,320 --> 01:37:48,320
So there was a lot of debate on both of them and the forums, but please go vote. This will only works if we all vote, whether you vote for or against.

1131
01:37:48,320 --> 01:37:55,320
So there's that. I mean, Pepe already has the vote. So he's just enjoying the fruits of his success right now at this point.

1132
01:37:55,320 --> 01:38:00,320
But of course, we still need to deliver, you know, it's not all done.

1133
01:38:00,320 --> 01:38:14,320
But yeah, we did quite a lot of effort to reach the quorum and I think this is the hard sprint that you need to do when you go for a DAO, for a SIP, sorry.

1134
01:38:14,320 --> 01:38:27,320
This is the challenging one. Of course, your idea needs to be striking and kind of need to make sense to the community, to the builders and to the landowners.

1135
01:38:27,320 --> 01:38:31,320
But a quorum, that was the challenging part in our case. Yeah.

1136
01:38:31,320 --> 01:38:42,320
And I'm going to be doing the same thing you are soon, Pepe, because it looks like my SIP for the Sandow podcast funding of this podcast right here is about to hit vote.

1137
01:38:42,320 --> 01:39:01,320
And then my revenue options where I piece together a team of finance experts, entrepreneurs, different blockchain specialists to propose revenue plans for us to SIP into existence so that we are earning money for the DAO versus just spending the money.

1138
01:39:01,320 --> 01:39:04,320
And that's a lesson learned from the Apecoin DAO.

1139
01:39:04,320 --> 01:39:13,320
So both of those are getting very close to vote and I'm going to be doing the same thing you did where I'm contacting people and I'm trying to get people to vote.

1140
01:39:13,320 --> 01:39:20,320
So I'm very close to doing that it looks like in the placement. Yeah.

1141
01:39:20,320 --> 01:39:21,320
Exciting times.

1142
01:39:21,320 --> 01:39:28,320
Yeah, exciting times and sure indeed. So the last thing we'll end with here is the Sandbox Spaces. I added this slide here.

1143
01:39:28,320 --> 01:39:39,320
If you are interested in connecting with the SandFam, there are different places you can do that. There's a Discord. So the Sandbox game Discord and then there's a DAO discussion forum.

1144
01:39:39,320 --> 01:39:55,320
Under the actual Sandbox DAO forums itself, if you want to talk about the SIPs that are coming in and you want to discuss and that's where you can offer feedback to the different SIPs that you see like the blockchain one or the

1145
01:39:55,320 --> 01:40:06,320
Sandbox Academy that I interviewed a few days ago. Then there's Twitter. So we're a lot of Twitter is going on. So SandFam, Sandbox DAO or Sandbox game.

1146
01:40:06,320 --> 01:40:18,320
And then during the week there are multiple Twitter Spaces. On Mondays there's Mocha versus Hall. On Saturdays there's Bulls on the Block. Monday through Friday is Coffee with Captain.

1147
01:40:18,320 --> 01:40:24,320
They're very Apecoin centric but they will talk about the Sandbox if you show to talk about it.

1148
01:40:24,320 --> 01:40:37,320
Well, Members is one of the largest landowners in the whole Sandbox. One of the largest. They're just waiting on delegations before they go and vote. I think Pepe you had an encounter with them as well.

1149
01:40:37,320 --> 01:40:54,320
And they're awesome. But yeah, they can't delegate yet. This is what they're hindered to vote because they have quite a, they would be quite a powerful entity in the whole game.

1150
01:40:54,320 --> 01:41:23,320
I think they had over 1600 lands is what they, which is more than 7 million voting power about. And so they come together on Tuesdays, which by the way, I didn't know this Mia Bao, who is the one of the advisory board members that I interviewed yesterday, is a well member partner because she knew one of the well member original people called and the people who put that together.

1151
01:41:23,320 --> 01:41:35,320
She knew them back long ago. So there's a connection there. I didn't even know until I talked to me about it. And then San Fam Cafe run by Pickaxe Master, which is done monthly.

1152
01:41:35,320 --> 01:42:00,320
And so connect because or this podcast itself, I will go over all things Sandbox Dow to include the sips like we're doing or updating our, our the latest and greatest on sip number six magic palette with Pepe here. And with that, I only see one person, one person Pepe who is on Twitch right now.

1153
01:42:00,320 --> 01:42:07,320
You want to guess who it is? He does this all the time.

1154
01:42:07,320 --> 01:42:09,320
Au 24K.

1155
01:42:09,320 --> 01:42:11,320
Oh cool.

1156
01:42:11,320 --> 01:42:19,320
So I'm about to raid Au 24K here and we will end with that.

1157
01:42:19,320 --> 01:42:26,320
As soon as I get to where's the little button where I can read my raid button.

1158
01:42:26,320 --> 01:42:38,320
Of course now I guess I'll do it manually slash raid, Au 24K right to do it. Yeah, I have to do it my own chat I think Au 24K.

1159
01:42:38,320 --> 01:42:40,320
There we go.

1160
01:42:40,320 --> 01:42:46,320
And we're going to raid so thank you all for your time. Pepe again, I love what you put together.

1161
01:42:46,320 --> 01:42:52,320
It's obvious how much this is going to help the builders. So thank you.

1162
01:42:52,320 --> 01:42:59,320
Thanks for having us Lancer in today's episode. And yeah, keep pushing the Sandbox Dow podcast.

1163
01:42:59,320 --> 01:43:08,320
Right on. And Alex, don't think I don't see you in the chat. I appreciate what you did on the, on the level that Pepe showed. It looks great.

1164
01:43:08,320 --> 01:43:13,320
Yeah, yeah, excited to show you this maybe next time as a full game.

1165
01:43:13,320 --> 01:43:14,320
I'll see y'all.

1166
01:43:14,320 --> 01:43:17,320
And good luck.

1167
01:43:17,320 --> 01:43:24,320
Good luck, Pepe.

