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  • Hello.

  • Welcome to the final video of the year on what a year it's been for.

  • The channel started the year looking at physics simulations.

  • We've covered how to make your own role playing games we've looked at through the engines.

  • We looked at lots of different algorithms in between.

  • We've gained thousands of subscribers.

  • We've got the pixel game engine.

  • The discord is groom too fantastic.

  • But this channel is nothing without a community surrounding it.

  • And that's exactly what this video is about.

  • We're going to look at what the community has been developing what you guys have been making on dhe.

  • I asked for submissions a few months ago on got quite a few, so I'm not included them all in this showcase.

  • I've tried to find a good mix of abilities and genres and interesting things to show If you have submitted and it's not shown, don't worry.

  • I've put all of your submissions on file.

  • I'm probably going to do more.

  • Community Showcase is in the new year.

  • After the show case, I've got a few little announcements I'd like you to listen to, but without further ado, let's have a look at what you guys have been making, and it's been really, really impressive.

  • So first up, we have long time.

  • Supporter of one lone Koda, Barry Younger with his berry engine on This guy I've mentioned in the past is clearly unwell.

  • He does everything using batch files, and here is created a first person shooter using nothing but bat file syntax.

  • I think it's quite cool.

  • He's had to develop a texture editor in a map editor to go along with it and you can get hurt and you can explore the maps as you need to.

  • Now we have Human 3562 with a barrio clone on the Human submitted a video covered in lots of text to explain what things are going on for the showcase.

  • So I apologize for that.

  • But he insists that he was inspired by the Jarry oh, platformer and used some of the mechanics that I demonstrated in that video.

  • What's really nice about this is Human and his friends have gotten together to work on the graphics on a particle system on physics and collisions on have tried to come up with an old ground game.

  • It's still early on in the moment.

  • They've also developed everything from scratch, and I mean everything using the processing framework also included, and non player characters such as this rather suspicious looking individual okay, current.

  • They can also fly to with more liberal use of the particle system.

  • It's good to keep reusing bits of mechanics you've already developed.

  • Enemies also exist, and in this case, they're intelligent enemy, so they'll only shoot at you if they could see using some very primitive line of sight algorithm.

  • However, it's these little simple hacks that can make games very compelling.

  • Also included is a level editor, and that's one of the things most people forget about when they're developing games is you'll spend more time developing the tools than the game itself.

  • I think this is a really nice, almost finished project.

  • At least I'm sure they're getting lots of fun out of developing it.

  • Here we have a submission by Sid Lambert, who's interested in May's generation.

  • In May, Solving on this is all in the browser.

  • You can go and play with this yourself.

  • Here we see the maze being generated.

  • I guess it's quite similar to my May's generation algorithm, which was a breadth.

  • First search.

  • Once the maze is generated, you can then choose a variety of algorithms to try and solve it, and it'll graphically show you the solving process.

  • It'll support much larger mazes, too.

  • On we can choose different algorithms for solving.

  • So this is the Dexter's algorithm on the yellow area, I guess, is the searched space.

  • So the a star greedy will search for everything on a star.

  • Normal will try and find the most optimal route.

  • I think it's a very nice interactive demonstration of these algorithms.

  • This submission by John 314 is called Joey's Quest, and I had to include it just because of the sheer nostalgia fields.

  • Now he's written it explicitly for M s dot so it's not using any of the technologies I've used on the channel, but I just thought it was a really nice complete example of a full project.

  • You may hear some bleeps and bloops in the background.

  • That's because the game is generating its own sound on that there are genuinely full levels to go and explore.

  • It's not very often in the hobby programming community.

  • You see completed projects like this, but I just like the look and feel of it and thought it was really worth a mention in the showcase.

  • Good on You Jump now, another longtime support of the channel, Steve Dukes, with one lone code of Empta.

  • And this is, of course, a reference to the counter Vento half hidden somewhere in all of my videos.

  • He discovered it.

  • Andi develops this object render himself.

  • It's written in open gel, but I think it was a bit of an exploratory program for him to learn the framework of open jail we have covered three D software rest arises this year on the channel, but moving to an established framework does present a whole load of new problems for you to solve simply because you have to start doing things in the way not your way on.

  • This can take a bit of learning Next up is that Steve Richards or Hacker on the discord, and he's used the pixel game engine to fully realize quite a novel puzzle game.

  • I quite like it.

  • The idea is to get the pipes or the shapes to join up so that there are no free standing ends on that.

  • What I like about Steve's implementation is it's very smooth.

  • It's very user friendly.

  • You can choose the puzzles, and the puzzles get more difficult as time goes on.

  • Of course, here we can see a slightly larger puzzle more difficult to solve.

  • And it struck me that, actually, when you're developing a puzzle game, one of the hardest things to get right is to actually develop the puzzles.

  • You may spend more time doing this than writing the code for the game.

  • Anyway, I think this is a really nice example of the pixel game engine here.

  • We've got a selection of things from Ross nights.

  • Now Russ Night is on the discord, and here is using the pixel game engine to learn about basic collision detection.

  • I like the fact that people are using the pixel game engine as a learning tool to experiment with algorithms.

  • That was really what it was for.

  • So here we've got Rectangle intersection, and he went on to develop a simple snake game.

  • He borrowed some of the assets from another member of the disco form called Twister, but even so again, a pixel game implementation Very nice.

  • I like the fact that the snakes are not access aligned First Night carried on learning how to do animations in this case.

  • So here we can see a sprite and animated spiked with some debug information on the screen being controlled by the mouse and the user.

  • Animations were always a bit tricky at first because they take a lot more work than you might expect.

  • But I think the end result was really quite nice.

  • Staying with the pixel game engine for bit Here is a Ray Kaster, created by four Abby on the discourse of implementing a re casting, first person shooting style engine using the pixel game engine.

  • It's nice and colorful now six has implemented many things using pixel game engine.

  • But this particular application caught my eye because it's doing the tracking of the international space station and plotting its trajectories.

  • I think it's getting information from some external server on displaying it.

  • Using the PG six has developed many modules for the pixel game engine, including a controller interfaces, but I quite like this one, too.

  • This is a built in extension package for transitions between scenes.

  • Next up, we've got tisk in used the pixel game engine to explore the way phenomenon to make some water like effects on.

  • I liked this video a lot.

  • That's simply because it shows what happens when you get a happy accident.

  • So the collision boundary of the Wavefront didn't quite work in this case, but the end result was very, very pleasing.

  • Indeed way have I program in CPP creating mind sweeper in the pixel game engine is quite a faithful recreation.

  • My program in CPP also wanted me to demonstrate the game that he's working on.

  • This isn't in pixel game engine.

  • I think it's a fully custom framework that he's developing that I liked some of the features about it.

  • In this case, it's a bit like a to D Minecraft.

  • I'm sure I'm not demonstrating all of the features of this game here, but I did have a quick play with it, and you can mind resources and you collect them just like in Minecraft and you can build new structures to the worst sound effects.

  • But I've decided to try and not record all of the sound effects just in case there's a bit of a copyright issue.

  • Dragon Eye has come back to programming from a long time out there in the wilderness, and he used the pixel game engine on Linux to experiment with the lay physics.

  • We might look at Vallee physics a bit next year, but they're cheap way of getting quite a lot of popular physics effects like rubber band effects, rag doll physics And as we'll see in this video cloth physics, what I liked about this was it was the entire tools so you could place nodes, connect them up, delete node, save your node patterns, load in pre existing node patterns and manipulate them all in real time points.

  • A lot of effort has gone into this.

  • I was very impressed with this from Ralph.

  • It's a arcade, faithful recreation of the game barbarian, including sound effects as well.

  • I don't think anybody has ever wouldn't this game, but I quite like all of the realistic animations.

  • The fact that the animations were smooth and flowed into each other on there is actually a I and gameplay dynamics.

  • In effect, it gets a bit gory in a minute, So close your eyes.

  • If you're sensitive to such things, Sleeping berth or Zed leaping Burr, depending on where you from, has become a bit of a pixel game engine fanatic and has created quite a number of great YouTube videos on how he develops his algorithms using the pixel game engine.

  • You should check out his YouTube channel here.

  • We can see he's developed a framework for developing isometric levels we've not covered.

  • I saw mature yet on the channel, but I think we will do next year.

  • What I liked about this application was that sleeping burgers out to create the menu system, he's apt to create utilities to allow people to enter text, which he isn't as easy as it might think it should be.

  • And it seems to be very feature Rich Sleeping Bert uses pixel game engine expertise to enter the OLC code Jam, 2018 with his entry Cave Man.

  • And here we can see it's got cut scenes at the start, but I really like is the attention to detail that he has with his projects.

  • The moment it's still very much in a debugging phase, but we can see lots of debug information on the screen, and the main character is presented graphically, depending on the state character is currently in, I think, overlaying the screen with debug information is very important when you're developing something beyond the most simple of applications sleeping, but also has quite an artistic flair.

  • And it's fully exploited the pixel effect of the pixel game engine in a very appealing way.

  • This year the channel had its very own jam.

  • OLC Co Jam 2080 on we have 18 entries on.

  • They were all rated quite highly by the community.

  • So excellent work, everybody.

  • But the winner, according to the community, was trolled Woods with quite a unique and very strange game.

  • I think the discovery aspect of the theme was he had to discover how to play it.

  • Nonetheless, it was quite a complete product.

  • The idea was to It's a bit like a cookie click a game.

  • I suppose you had to place objects on, click them to get resources back and then watching developed resources, you can place new objects and click those two to get resources back.

  • I think there's probably a lot more to this game that I'm showing here, but the nice thing is, it's completely playable in the browser, so I urge you to go and have a go yourself below trolled Woods.

  • If you're listening, a user manual would help.

  • We had a second prize.

  • An offer for the code jam on that was given to Jacob here for Oh, l C minor.

  • This was the judge's awards.

  • Now, Jacob is quite young, and he streams.

  • And I thought this was an excellent project for somebody that is so young.

  • In this case, the idea is to mine resources.

  • Before your mining drill, the red bar becomes too weak to do it.

  • So you have to carefully mind resources on mine.

  • Coal.

  • In this case, that restores the drill.

  • I think that just means Cole is an energy source.

  • That what I liked about this was it used the keypad as the entry source and it was quite a challenging thing to do.

  • Have sped it up here for the video.

  • But it was still quite quick in real life, certainly too quick for all these, like may.

  • But it was quite fun discovering the different combinations of things you needed to progress.

  • Now ugly Swedish risk, very popular on the discourse over his thing is graphics.

  • And here we've got a quick clip of one of his engines.

  • The rack path tracing engine aunt, he used his path tracing engine for his jam submission called Fish craft.

  • Now the thing about path tracing is it's not like normal rendering.

  • What fish is doing is choosing randomly, which pixels to render per frame on, then using spatial and temporal blurring effects to give you this nice aesthetic finish.

  • But you get something else because you're only processing a handful of pixels per frame, you can do very accurate lighting.

  • Calculations, in fact, is we're going to the dark it you can see the edges of the frame.

  • They seem a bit spec lei and Pixley.

  • And that's because those pixels have been rendered a gun against a black background in this case, so we can see the spatial blowing effects in action.

  • This was a complete Minecraft clone in the space of a week, I thought was quite nice.

  • Just a second building a hut here on day, you can see that the shadows of developing in real time as I'm playing.

  • In fact, as I put a little roof on the hood, we'll see how it affects the light.

  • The beauty of this method is you only processing so many race per frame so you can get these realistic lighting calculations at quite high frame rates.

  • See, As I dug through the roof of my little hut, the light came back.

  • In fact, I'll demonstrate that again here by going into the tunnel on digging a sunroof or sunlight.

  • The engine also featured a full crafting system to haven't demonstrated it to its full potential here, I'm sure, and I'm sure official let me know about that later on.

  • But he created this to deign to face this was all in open jail to handle the crafting.

  • I'm not a Minecraft player, so I don't really know what these mean.

  • But nonetheless, I enjoyed trying to figure it all out.

  • And, of course, like any good development, you should have a debug mode that allows you to go and explore your world.

  • So here I popped underneath the world to go have a look at the lava and the lover emits its own light as well.

  • Very nice thing was another entry from Def Chrome, a bit of a strange one about a horse called Discovery, but I quite liked the pixel aesthetic.

  • The reason I've included this one in this showcase video is because this isn't in the picture game engine, although it is intriguing.

  • So what deaf Chrome has done has faithfully recreated the pixel game engine in C.

  • Sharp on actually added some additional features.

  • This isn't the only seashell implementation of the picks and diligent scene, but it certainly is one of the most complete going downloaded and have some fun.

  • Now we've got some entries from me get so this was his Duke Nukem rendered.

  • So this uses a portal style rendering system.

  • You can see the map of the level that top.

  • This is in pixel game engine, of course, and I want to quite liked about this was just how fluid it all is that the moment there's no collision detection or wall texture gets up is one of those guys that once he's got an idea in his head, doesn't let it go, has to see it through to the end.

  • So the next iteration of this project waas a fully ray casted environment with reflections, ambience and point lighting, and I think it looks very, very pretty.

  • Just look at that.

  • That's really nice.

  • A really sensible frame rates, too, gets It has also contributed with one more thing this year, and I'm very excited about it.

  • He has recreated the pixel game engine, head of file to support them script in which allowed you to compile normal c++ code to JavaScript on Web assembly.

  • So here we can see running in the browser is the balls demo that I created earlier this year on here.

  • We've got the shadow casting demo, and these are completely faithful to the original code that I posted on the get up.

  • I've not made any alterations to these a tool, but by including a different head of file and by different I mean very slightly different that we can now compile them for the browser.

  • So I think I'm going to use this a lot next year to provide live, interactive demos alongside the videos.

  • So thank you very much for that.

  • You get truly fantastic.

  • I'm completely overwhelmed by the amount of talent and dedication of programmers, all sorts of abilities out there.

  • It's really good, really well done on.

  • Keep going now that's with last year.

  • I'm going to take a little break over the holiday season, have put out a video every two weeks this year, and I could do with a bit of a rest but a few things before I go.

  • Phyllis Lee A big, big thanks to all of you guys.

  • This channel is growing and it's growing because you guys are clicking the subscribe button.

  • You guys are joining the discord.

  • You guys are leaving the comments.

  • You guys are helping each other solve your programming problems so massive.

  • Thank you for that's exactly what I wanted to get out of my one lone coder initiative.

  • If you didn't know already, I stream fairly regularly on twitch, and as a result, I created a second YouTube channel, Javid x nine extra.

  • The link will be in the description below I've seen quite a few of you have already subscribed to that, so I'm really grateful for it.

  • And that channel will feature a lot more sort of non mainstream things.

  • So it'll be all loads of streams, uh, bits of pieces of videos that I don't really have a home for.

  • Sometimes personal little blog's as well.

  • I've also created a patriarchal patriarch, depending on how you want to call it on Big big thanks to I've got folly so far, and that's really surprising.

  • I'm very pleased about that.

  • Thank you guys.

  • Now, I've got a little favor I'd like to ask of you.

  • I'd like you to choose one of my videos that really connected with you.

  • Which one was it that showed you something new or showed you had to do something in a slightly different way or just opened your eyes to the world of programming?

  • And if you have the time or the inclination, I'd like you to share it.

  • I'd like to show with friends and colleagues to try and introduce them to the world of coding, too.

  • I've never asked in my videos for any of my videos to be sure.

  • I'm not going to get in the habit of doing so, but I've been reassured by you guys.

  • But actually there are one or two videos in my collection which are worth seeing.

  • Anyway, The thumbs up for this video is a big thumbs up for the community.

  • So I really recommend that you do click the like button.

  • If you like this video in the community surrounding it, have a think about subscribing enjoying the discord server.

  • However you celebrate your holiday season, I wish you the best wishes.

  • I'll see you next year.

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コミュニティショーケース2018 #2 (Community Showcase 2018 #2)

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    林宜悉 に公開 2021 年 01 月 14 日
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