Patch 0.1.25 (Logic Part 3)
Hey everyone!
Part 3 of the 4 logic patches is here! With an absolute ton of fixes & improvements along with a new environment to play in. Also introducing new logic components, and a few which use numbers instead of pulses! Also this patch includes some more new props, paints & freeform shapes!
[h2]New environment[/h2]
The new factory environment is a large area where you can utilize some new moving objects into your tracks! It features something I'd call the slammer, a vat of liquid metal and moving gears!
Several of the props have been added to your toolkit to add yourself too. With more coming soon.
In addition 2 new paints have been added which fit the factory style. Along with 2 new freeform shapes such as the gutter (as seen in the factory) and the highly requested wide track with a higher border!

[h2]More logic[/h2]
Some new logic components have been added along with the introduction of number logic. Using the new comparator object you can compare number values and emit a pulse based on a few comparison options. The number object will let you enter a custom number and it will persist when saving / making it a prefab and uploading!
The counter object will count every rising edge pulse it gets, it fits well with the trigger which now has a checkbox to toggle if it should emit 1 pulse on marble entry instead of a continuous pulse.
And lastly the toggle component is there for easier toggling of logic.

[h2]More moving objects[/h2]
Two new gear wheels have been added that function similar to spinners. They can be used to create some new and interesting tracks! And also introducing the first mover, which moves back and forth and has a configurable distance and speed.

[h2]Patch notes[/h2]
Patch notes for Patch 0.1.25:
- Added a new factory environment to play in
- Added a logic comparator object
- Added a logic number object (the entered number will save with the world)
- Added 2 new metal paints
- Added 2 new freeform shapes, the gutter and a wide track with higher sides
- Added 2 gears which function as spinners
- Added a logic toggle component
- Added 6 new factory props
- Added 2 wheel objects that spin with holes in them
- Added logic interactions to spinners, gravity pads, magnets, portals, bombers
- Added a noteblock object which has a dropdown to select any in-game sound
- Light settings now have a minimum of 0
- Boosters now have support for decimals
- Timer and the delay logic component now can go up to 60 seconds
- When following a marble, the camera will rotate faster when it's automatically rotating
- UI logic gates are now smaller
- Removed the 180 degree turn buttons from the freeform build panel as it no longer supported 180 degrees
- All but one glockenspiel objects have been removed, existing objects in worlds will remain functional
- The one glockenspiel object now has a dropdown where you can select the desired tone
- When selecting the randomize toggle in a marble spawner it will now pick a random marble from its custom marble list
- The logic trigger now has a toggle to only tick on marble entry
- All marble spawners now have a minimum of 0 marbles on the amount slider
- Logic now does not tick until the loading screen is done
- Logic ticks now handle logic number components first and then the normal logic items
- Fixed a bug where boosters wouldn't link with NOT gates
- Fixed several grammar issues with tooltip descriptions
- Fixed an issue where the tooltip icon had a transparent border
- Fixed the delay logic component (it was not working as intended)
- Possibly fixed an issue where the marble edit panel would not respond to clicking the cross button under certain circumstances
- Fixed an issue where the "New Prefab" button would partially go out of bounds when scrolling
- Fixed an issue where the reflection in the Desert environment would show the Garden environment
- Fixed an issue where undo'ing a placed prefab whilst in linking mode would leave behind the logic connections on screen
- Fixed an issue where you couldn't click through the water in the Garden and Desert environment
[h2]Upcoming Content[/h2]
In September the game will be fully released and out of Early Access! Stay tuned for the official date announcement.
In the next month August, patch 0.2.0 will be released and the game will go into beta! This will include an attempt for transparent marbles, freeform generated tracks will have separated sections which you can paint. And in addition some UI changes in the Marble Creation section.
The game will also get achievements & trading cards to get it all ready for it's full release!
As always thanks for reading and your continuous support!
https://store.steampowered.com/app/1491340/Marble_World/
Part 3 of the 4 logic patches is here! With an absolute ton of fixes & improvements along with a new environment to play in. Also introducing new logic components, and a few which use numbers instead of pulses! Also this patch includes some more new props, paints & freeform shapes!
[h2]New environment[/h2]
The new factory environment is a large area where you can utilize some new moving objects into your tracks! It features something I'd call the slammer, a vat of liquid metal and moving gears!
Several of the props have been added to your toolkit to add yourself too. With more coming soon.
In addition 2 new paints have been added which fit the factory style. Along with 2 new freeform shapes such as the gutter (as seen in the factory) and the highly requested wide track with a higher border!



[h2]More logic[/h2]
Some new logic components have been added along with the introduction of number logic. Using the new comparator object you can compare number values and emit a pulse based on a few comparison options. The number object will let you enter a custom number and it will persist when saving / making it a prefab and uploading!
The counter object will count every rising edge pulse it gets, it fits well with the trigger which now has a checkbox to toggle if it should emit 1 pulse on marble entry instead of a continuous pulse.
And lastly the toggle component is there for easier toggling of logic.

[h2]More moving objects[/h2]
Two new gear wheels have been added that function similar to spinners. They can be used to create some new and interesting tracks! And also introducing the first mover, which moves back and forth and has a configurable distance and speed.

[h2]Patch notes[/h2]
Patch notes for Patch 0.1.25:
- Added a new factory environment to play in
- Added a logic comparator object
- Added a logic number object (the entered number will save with the world)
- Added 2 new metal paints
- Added 2 new freeform shapes, the gutter and a wide track with higher sides
- Added 2 gears which function as spinners
- Added a logic toggle component
- Added 6 new factory props
- Added 2 wheel objects that spin with holes in them
- Added logic interactions to spinners, gravity pads, magnets, portals, bombers
- Added a noteblock object which has a dropdown to select any in-game sound
- Light settings now have a minimum of 0
- Boosters now have support for decimals
- Timer and the delay logic component now can go up to 60 seconds
- When following a marble, the camera will rotate faster when it's automatically rotating
- UI logic gates are now smaller
- Removed the 180 degree turn buttons from the freeform build panel as it no longer supported 180 degrees
- All but one glockenspiel objects have been removed, existing objects in worlds will remain functional
- The one glockenspiel object now has a dropdown where you can select the desired tone
- When selecting the randomize toggle in a marble spawner it will now pick a random marble from its custom marble list
- The logic trigger now has a toggle to only tick on marble entry
- All marble spawners now have a minimum of 0 marbles on the amount slider
- Logic now does not tick until the loading screen is done
- Logic ticks now handle logic number components first and then the normal logic items
- Fixed a bug where boosters wouldn't link with NOT gates
- Fixed several grammar issues with tooltip descriptions
- Fixed an issue where the tooltip icon had a transparent border
- Fixed the delay logic component (it was not working as intended)
- Possibly fixed an issue where the marble edit panel would not respond to clicking the cross button under certain circumstances
- Fixed an issue where the "New Prefab" button would partially go out of bounds when scrolling
- Fixed an issue where the reflection in the Desert environment would show the Garden environment
- Fixed an issue where undo'ing a placed prefab whilst in linking mode would leave behind the logic connections on screen
- Fixed an issue where you couldn't click through the water in the Garden and Desert environment
[h2]Upcoming Content[/h2]
In September the game will be fully released and out of Early Access! Stay tuned for the official date announcement.
In the next month August, patch 0.2.0 will be released and the game will go into beta! This will include an attempt for transparent marbles, freeform generated tracks will have separated sections which you can paint. And in addition some UI changes in the Marble Creation section.
The game will also get achievements & trading cards to get it all ready for it's full release!
As always thanks for reading and your continuous support!
https://store.steampowered.com/app/1491340/Marble_World/